Commit bd3343a0 authored by William Travis's avatar William Travis
Browse files

fixed wizard level table

parent 98ed30d1
......@@ -1222,10 +1222,10 @@ export const ClassFeatures = {
label: "Order of Scribes",
source: "TCoE",
features: {
2: ["Compendium[5e-content.all-subclasses.8RcvLd2Sd4FgAHjM", "Compendium[5e-content.all-class-features.b4qblEUPlZBKJXBN", "Compendium[5e-content.all-class-features.PwdGPkJC7n9K2qlm"],
6: ["Compendium[5e-content.all-class-features.UNqUuH5mIRrxvcM3"],
10: ["Compendium[5e-content.all-class-features.GlTLnpFcGSVHc0CY"],
14: ["Compendium[5e-content.all-class-features.X8D13vUU6bGSZem4"]
2: ["Compendium.5e-content.all-subclasses.8RcvLd2Sd4FgAHjM", "Compendium.5e-content.all-class-features.b4qblEUPlZBKJXBN", "Compendium.5e-content.all-class-features.PwdGPkJC7n9K2qlm"],
6: ["Compendium.5e-content.all-class-features.UNqUuH5mIRrxvcM3"],
10: ["Compendium.5e-content.all-class-features.GlTLnpFcGSVHc0CY"],
14: ["Compendium.5e-content.all-class-features.X8D13vUU6bGSZem4"]
}
},
"school-of-abjuration": {
......@@ -1320,11 +1320,11 @@ export const ClassFeatures = {
}
},
features: {
1: ["Compendium[5e-content.all-class-features.VrSu4Qpw1eLvy2ZD", "Compendium[5e-content.all-class-features.tSkpzzrx1JJzfa8w"],
2: ["Compendium[5e-content.all-class-features.yH901xzmBIv3LMgp"],
3: ["Compendium[5e-content.all-class-features.vAEASJAIFwZCE1jQ"],
18: ["Compendium[5e-content.all-class-features.D3RoNFalzWgKZpJN"],
20: ["Compendium[5e-content.all-class-features.uNFPmfvbdGYxL2IZ", "Compendium[5e-content.all-class-features.Wj0FAPn9X9yDcPin"]
1: ["Compendium.5e-content.all-class-features.VrSu4Qpw1eLvy2ZD", "Compendium.5e-content.all-class-features.tSkpzzrx1JJzfa8w"],
2: ["Compendium.5e-content.all-class-features.yH901xzmBIv3LMgp"],
3: ["Compendium.5e-content.all-class-features.vAEASJAIFwZCE1jQ"],
18: ["Compendium.5e-content.all-class-features.D3RoNFalzWgKZpJN"],
20: ["Compendium.5e-content.all-class-features.uNFPmfvbdGYxL2IZ", "Compendium.5e-content.all-class-features.Wj0FAPn9X9yDcPin"]
}
}
};
......@@ -227,6 +227,7 @@
{"_id":"GYmLwo2Yf6KN2NBb","name":"Homunculus Servant","type":"feat","img":"systems/dnd5e/icons/spells/runes-royal-2.jpg","data":{"description":{"value":"<p><em>Item: A gem or crystal worth at least 100 gp</em></p>\n<p>You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.</p>\n<p>You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.</p>\n<p>The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the homunculus servant stat block, which uses your proficiency bonus (PB) in several places.</p>\n<p>In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just dodge.</p>\n<p>The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xh2d7KZPCRuncEWz":3},"flags":{"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"core":{"sourceId":"Compendium.world.artificer-infusions.UGYO6G2A9kUbbAyK"}}}
{"_id":"GZ8R20yot34mYIhV","name":"Flurry of Healing and Harm","type":"feat","img":"icons/magic/movement/trail-streak-zigzag-yellow.webp","data":{"description":{"value":"<p>You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.</p>\n<p>In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"Way of Mercy 11","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.pm68209CCucenN6r"}}}
{"_id":"Gf61I4LVgUixhG9p","name":"Uncanny Dodge","type":"feat","img":"icons/skills/movement/feet-winged-boots-brown.webp","data":{"description":{"value":"<p>Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.</p>","chat":"","unidentified":""},"source":"PHB pg. 96","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"requirements":"Rogue 5","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classfeatures.Mm64SKAHJWYecgXS"}}}
{"name":"Master Scrivener","type":"feat","img":"icons/sundries/scrolls/scroll-symbol-sun-brown.webp","data":{"description":{"value":"<p>Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll.</p>\n<p>The spellbook must be within 5 feet of you when you make the scroll. The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.</p>\n<p>You are also adept at crafting spell scrolls, which are described in the treasure chapter of the <em>Dungeon Master’s Guide</em>. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.n1rtdGjrmsBqAoea"}},"_id":"GlTLnpFcGSVHc0CY"}
{"name":"Invocation: Bewitching Whispers","type":"feat","img":"icons/magic/air/wind-vortex-swirl-purple.webp","data":{"description":{"value":"<p>You can cast @Compendium[5e-content.all-spells.eTkfjSBlwdwzjFaZ]{Compulsion} once using a warlock spell slot. You can't do so again until you finish a long rest.</p>","chat":"","unidentified":""},"source":"PHB pg. 110","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"lr","type":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha","value":""},"requirements":"Warlock 7","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classfeatures.KygHql3cTj4IRrvZ"}},"_id":"GnwgD1uvS2aU843b"}
{"_id":"Gq4T0a8lZiPabkKe","name":"Channel Divinity: Invoke Duplicity","type":"feat","img":"systems/dnd5e/icons/spells/link-blue-1.jpg","data":{"description":{"value":"<p>Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.</p>\n<p>As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.</p>\n<p>For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"Trickery Domain 2","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xh2d7KZPCRuncEWz":3},"flags":{"core":{"sourceId":"Item.wfJKKaOllqc605Vv"}}}
{"_id":"GszE3ciCXs4wLwmi","name":"Remarkable Athlete","type":"feat","img":"icons/skills/movement/feet-winged-boots-brown.webp","data":{"description":{"value":"<p class=\"compendium-hr\">Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.</p>\n<p class=\"Core-Styles_Core-Body\">In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"Champion 7","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.y4PxyrBt4unYnhc2"}}}
......@@ -356,6 +357,7 @@
{"_id":"PkC3c2s65BD9UAZ5","name":"Druid Circle","type":"feat","img":"icons/magic/nature/tree-roots-glow-yellow.webp","data":{"description":{"value":"<p>At 2nd level, you choose to identify with a @Compendium[5e-content.class-lists.TKBDseXSZEOgnV6K]{circle of druids}, such as the Circle of the Land.</p>\n<p>Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.</p>","chat":"","unidentified":""},"source":"PHB pg. 67","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"requirements":"Druid 2","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"qKAAaZ61TFGokRMU":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classfeatures.u6Du2P9s81SWuGbi"}}}
{"_id":"PkUDyx6Od0RzH7wU","name":"Channel Divinity: Cloak of Shadows","type":"feat","img":"icons/magic/perception/silhouette-stealth-shadow.webp","data":{"description":{"value":"<p>Starting at 6th level, you can use your Channel Divinity to vanish.</p>\n<p>As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"Trickery Domain 6","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xh2d7KZPCRuncEWz":3},"flags":{"core":{"sourceId":"Item.tlC5v1KkzCuLcLr0"}}}
{"_id":"Plas3nfWXv6HVyWH","name":"Channel Divinity: Artisan's Blessing","type":"feat","img":"icons/skills/trades/smithing-smelter-tongs.webp","data":{"description":{"value":"<p>Starting at 2nd level, you can use your Channel Divinity to create simple items.</p>\n<p>You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the <em>Player’s Handbook</em> for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.</p>\n<p>The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.</p>\n<p>The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"Forge Domain 2","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xh2d7KZPCRuncEWz":3},"flags":{"core":{"sourceId":"Item.C0gD48B9TjbQIAam"}}}
{"name":"Awakened Spellbook","type":"feat","img":"icons/sundries/books/book-tooled-eye-gold-red.webp","data":{"description":{"value":"<p>Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.</p>\n<p>While you are holding the book, it grants you the following benefits:</p>\n<ul>\n<li>You can use the book as a spellcasting focus for your wizard spells.</li>\n<li>When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend.</li>\n<li>When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.</li>\n</ul>\n<p>If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you’re attuned. At the end of the rest, your spellbook’s consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.uRvwQoXHr9dI60tv"}},"_id":"PwdGPkJC7n9K2qlm"}
{"_id":"PzBi9DuLFZelXluH","name":"Experimental Elixir","type":"feat","img":"icons/tools/laboratory/vial-orange.webp","data":{"description":{"value":"<p>Whenever you finish a long rest, you can magically produce an Experimental Elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.</p>\n<p>You can create additional experimental elixir by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the experimental elixir table.</p>\n<p>Creating an battle smith requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.</p>\n<p>When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.</p>\n<h4>Experimental Elixir Table</h4>\n<table style=\"height:280px;width:98.103%\">\n<thead>\n<tr style=\"height:16px\">\n<th style=\"width:13.2908%;text-align:center;height:16px\"> d6  </th>\n<th style=\"width:86.1568%;height:16px\">Effect</th>\n</tr>\n</thead>\n<tbody>\n<tr style=\"height:33px\">\n<td style=\"width:13.2908%;text-align:center;height:33px\">1</td>\n<td style=\"width:86.1568%;height:33px\"><strong>Healing</strong>. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.</td>\n</tr>\n<tr style=\"height:33px\">\n<td style=\"width:13.2908%;text-align:center;height:33px\">2</td>\n<td style=\"width:86.1568%;height:33px\"><strong> Swiftness</strong>. The drinker’s walking speed increases by 10 feet for 1 hour.</td>\n</tr>\n<tr style=\"height:33px\">\n<td style=\"width:13.2908%;text-align:center;height:33px\">3</td>\n<td style=\"width:86.1568%;height:33px\"><strong>Resilience</strong>. The drinker gains a +1 bonus to AC for 10 minutes.</td>\n</tr>\n<tr style=\"height:49px\">\n<td style=\"width:13.2908%;text-align:center;height:49px\">4</td>\n<td style=\"width:86.1568%;height:49px\"><strong>Boldness.</strong> The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.</td>\n</tr>\n<tr style=\"height:33px\">\n<td style=\"width:13.2908%;text-align:center;height:33px\">5</td>\n<td style=\"width:86.1568%;height:33px\"><strong>Flight.</strong> The drinker gains a flying speed of 10 feet for 10 minutes.</td>\n</tr>\n<tr style=\"height:83px\">\n<td style=\"width:13.2908%;text-align:center;height:83px\">6</td>\n<td style=\"width:86.1568%;height:83px\"><strong>Transformation.</strong> The drinker’s body is transformed as if by the @Compendium[5e-content.all-spells.PvzN30i0tpaAvd4H]{Alter Self} spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.</td>\n</tr>\n</tbody>\n</table>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"Alchemist 3","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xh2d7KZPCRuncEWz":3},"flags":{"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"core":{"sourceId":"Compendium.world.subclass-features.bszhcGc2hRpFEQgb"}}}
{"_id":"Q1crqpvKMRR6glca","name":"Fighting Style: Defense","type":"feat","img":"icons/equipment/shield/heater-stone-orange.webp","data":{"description":{"value":"<p>While you are wearing armor, you gain a +1 bonus to AC</p>","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 85; 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"requirements":"Fighter 1, Champion 10, Paladin 2, Ranger 2","recharge":{"value":null,"charged":false},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false}},"effects":[{"_id":"U3so0zDcVt4sIBRz","flags":{},"changes":[{"key":"data.attributes.ac.value","value":"1","mode":2}],"disabled":false,"duration":{"startTime":null},"icon":"systems/dnd5e/icons/skills/weapon_15.jpg","label":"Fighting Style: Defense","origin":"Item.4mQUDmiDBePkQD6Y","tint":null,"transfer":true}],"folder":null,"sort":0,"permission":{"default":0,"xh2d7KZPCRuncEWz":3},"flags":{"core":{"sourceId":"Item.C2lYHOGH2UpEifk7"},"exportSource":{"world":"kobold-cauldron","system":"dnd5e","coreVersion":"0.7.7","systemVersion":"1.1.1"}}}
{"_id":"Q9oqStto34YjrrlK","name":"Visions of the Past","type":"feat","img":"icons/magic/perception/orb-crystal-ball-scrying-blue.webp","data":{"description":{"value":"<p>Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.</p>\n<p>Once you use this feature, you can’t use it again until you finish a short or long rest.</p>\n<p><strong>Object Reading.</strong> Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.</p>\n<p> </p>\n<p><strong>Area Reading.</strong> As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"Knowledge Domain 17","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.AXsIiIsCmbPRDtGU"}}}
......@@ -408,6 +410,7 @@
{"_id":"UISbkE82whEXoFP5","name":"Martial Arts","type":"feat","img":"icons/skills/melee/unarmed-punch-fist.webp","data":{"description":{"value":"<p>At 1st level, your practice of martial arts gives you mastery of combat styles that use and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:</p>\n<ul>\n<li>\n<p>You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.</p>\n</li>\n<li>\n<p>You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.</p>\n</li>\n<li>\n<p>When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.</p>\n</li>\n</ul>\n<p>Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.</p>","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"requirements":"Monk 1","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classfeatures.l50hjTxO2r0iecKw"}}}
{"name":"Psionic Sorcery","type":"feat","img":"icons/magic/unholy/beam-ringed-impact-purple.webp","data":{"description":{"value":"<p>When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"Aberrant Mind 6","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.h9Y1gEr3FZe3bwOz"}},"_id":"UMLM5CKmmSaVkO6W"}
{"_id":"UNmoPDKYDlFpTq0v","name":"Rebuke the Violent","type":"feat","img":"icons/magic/light/beam-red-orange.webp","data":{"description":{"value":"<p>You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":"an attacker deals damage with an attack against a creature other than you"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"requirements":"Oath of Redemption 3","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.t2vPN420fkRfUqyX"}}}
{"name":"Manifest Mind","type":"feat","img":"icons/magic/symbols/rune-sigil-rough-white-teal.webp","data":{"description":{"value":"<p>You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).</p>\n<p>While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).</p>\n<p>Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p>\n<p>As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.</p>\n<p>The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts @Compendium[5e-content.all-spells.SioDdQuxnn3vRQOh]{Dispel Magic} on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action. Once you conjure the mind, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.SJpoZ8j3NnfRBBmk"}},"_id":"UNqUuH5mIRrxvcM3"}
{"name":"Spectral Defense","type":"feat","img":"icons/magic/defensive/barrier-shield-dome-deflect-teal.webp","data":{"description":{"value":"<p>At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.0N1RsblOqk0ERHL4"}},"_id":"UPRFCKJLwKg5pn1R"}
{"_id":"UQFWQEs6qn1A9WWq","name":"Awakened Mind","type":"feat","img":"icons/magic/unholy/energy-smoke-pink.webp","data":{"description":{"value":"<p>Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"The Great Old One 1","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.ssiYoxIXGoLOHaBi"}}}
{"name":"Slayer’s Prey","type":"feat","img":"icons/skills/melee/strike-polearm-glowing-white.webp","data":{"description":{"value":"<p class=\"Core-Styles_Core-Body\">Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.</p>\n<p class=\"Core-Styles_Core-Body\">This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"Monster Slayer 3","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.l8wiwvcujXCTfNrA"}},"_id":"UkweyFGiM5koiMzK"}
......@@ -441,6 +444,7 @@
{"name":"Signature Spells (Second Spell)","type":"feat","img":"icons/magic/fire/projectile-wave-arrow.webp","data":{"description":{"value":"<p>When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.</p><p>If you want to cast either spell at a higher level, you must expend a spell slot as normal.</p><p>If you wish, manually edit this entry and make a note of your second choice here:</p>\n<ul>\n<li><em>Second spell choice</em></li>\n</ul>","chat":"","unidentified":""},"source":"PHB pg. 115","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr","type":"sr"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"requirements":"Wizard 20","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classfeatures.31bKbWe9ZGVLEns6"}},"_id":"Wj0FAPn9X9yDcPin"}
{"_id":"WkE11Bjs0oCQoygg","name":"Turn the Faithless","type":"feat","img":"icons/magic/light/beam-strike-orange-gold.webp","data":{"description":{"value":"<p class=\"Core-Styles_Core-Body\">You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.</p>\n<p class=\"Core-Styles_Core-Body\">A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.</p>\n<p class=\"Core-Styles_Core-Body\">If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"requirements":"Oath of the Ancients 3","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.YuCQW5ae4NVzzlrR"}}}
{"_id":"WvdPUUBsSSOUKjpW","name":"Danger Sense","type":"feat","img":"icons/skills/wounds/injury-face-impact-orange.webp","data":{"description":{"value":"<p>At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.</p><p>You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.</p>","chat":"","unidentified":""},"source":"PHB pg. 46","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"requirements":"Barbarian 2","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xh2d7KZPCRuncEWz":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classfeatures.vt31lWAULygEl7yk"}}}
{"name":"One with the Word","type":"feat","img":"icons/sundries/books/book-open-purple.webp","data":{"description":{"value":"<p>Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.</p>\n<p>Moreover, if you take damage while your spellbook’s mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll’s total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren’t enough spells in the book to cover this cost, you drop to 0 hit points.</p>\n<p>Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook. Once you use this reaction, you can’t do so again until you finish a long rest.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.5KAnXbHpG6IsD9Jb"}},"_id":"X8D13vUU6bGSZem4"}
{"_id":"X9c9HQGRgOTWhPm8","name":"Natural Explorer","type":"feat","img":"icons/magic/nature/tree-roots-glow-yellow.webp","data":{"description":{"value":"<p>You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.</p><p>While traveling for an hour or more in your favored terrain, you gain the following benefits:</p>\n<ul>\n<li>Difficult terrain doesn't slow your group's travel.</li>\n<li>Your group can't become lost except by magical means.</li>\n<li>Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.</li>\n<li>If you are traveling alone, you can move stealthily at a normal pace.</li>\n<li>When you forage, you find twice as much food as you normally would.</li>\n<li>While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</li>\n</ul>\n<p>You choose additional favored terrain types at 6th and 10th level.</p><p>If it would be helpful, manually edit this entry and make a note of your choices here:</p>\n<ul>\n<li><em>1st level</em></li>\n<li><em>6th level</em></li>\n<li><em>10th level</em></li>\n</ul>","chat":"","unidentified":""},"source":"PHB pg. 91","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"requirements":"Ranger 1","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classfeatures.8fbZt2Qh7ZttwIan"}}}
{"_id":"XAWldUvKvziUM4fw","name":"Fighting Style: Protection","type":"feat","img":"icons/magic/defensive/shield-barrier-deflect-gold.webp","data":{"description":{"value":"<p>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.</p>","chat":"","unidentified":""},"source":"PHB pg. 72; 73; 84","activation":{"type":"reaction","cost":1,"condition":"Must be wearing a shield."},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"requirements":"Fighter 1, Champion 10, Paladin 2","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xh2d7KZPCRuncEWz":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classfeatures.06NVMYf58Z76O85O"}}}
{"_id":"XD3W7mfjjsmrNLjE","name":"Martial Versatility","type":"feat","img":"icons/weapons/hammers/hammer-double-engraved-gold.webp","data":{"description":{"value":"<p>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a @Compendium[5e-content.all-class-features.F0zaNhpzsW9isTbI]{Fighting Style} you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"Paladin 4","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.kOb8SrGd4SUUrNnV"}}}
......@@ -487,6 +491,7 @@
{"_id":"aogV1VQjMKwRoLUU","name":"Fighting Style: Blessed Warrior","type":"feat","img":"icons/magic/light/explosion-star-glow-blue-purple.webp","data":{"description":{"value":"<p>You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":"Must be wearing a shield."},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"1d10 + @prof","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xh2d7KZPCRuncEWz":3},"flags":{"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"core":{"sourceId":"Compendium.world.item-changes.7vBWAvGAIemhw5ri"}}}
{"_id":"arvmELzobEtioSDM","name":"Abjure the Extraplanar","type":"feat","img":"icons/magic/symbols/star-yellow.webp","data":{"description":{"value":"<p>You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"requirements":"Oath of the Watchers 3","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.53VtWQFwGYcoe8VG"}}}
{"_id":"awbPlpqTjLB3donh","name":"Channel Divinity (Cleric)","type":"feat","img":"icons/magic/lightning/bolt-strike-smoke-yellow.webp","data":{"description":{"value":"<p>At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: @Compendium[5e-content.all-class-features.2ndgm9NQD6mzpaG3]{Turn Undead} and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.</p>\n<p>When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.</p>\n<p>Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</p>\n<p><em>**Foundry note: Use this to track all the various uses of Channel Divinity for the cleric. Note the limited uses is set to the base default of 1 per short or long rest. Please manually adjust as required.</em></p>","chat":"","unidentified":""},"source":"PHB pg. 60","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"@classes.cleric.levels > 17 ? 3 : @classes.cleric.levels > 5 ? 2 : 1","per":"sr","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"requirements":"Cleric 2","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xh2d7KZPCRuncEWz":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classfeatures.YpiLQEKGalROn7iJ"}}}
{"name":"Wizardly Quill","type":"feat","img":"icons/tools/scribal/ink-quill-red.webp","data":{"description":{"value":"<p>As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:</p>\n<ul>\n<li>The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.</li>\n<li>The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.</li>\n<li>You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.</li>\n</ul>\n<p>This quill disappears if you create another one or if you die.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.Ii0scoWZyl520fwx"}},"_id":"b4qblEUPlZBKJXBN"}
{"_id":"b6hhW23YLuy6OeCs","name":"Glorious Defense","type":"feat","img":"icons/equipment/shield/heater-crystal-blue.webp","data":{"description":{"value":"<p>You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range.</p>\n<p>You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"Oath of Glory 15","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.Dezk2zUfjqfWyxRh"}}}
{"_id":"bArMdM3G0CRMmXvI","name":"Combat Superiority","type":"feat","img":"icons/skills/melee/maneuver-sword-katana-yellow.webp","data":{"description":{"value":"<p class=\"compendium-hr\">When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.</p>\n<p class=\"Core-Styles_Core-Body\"><strong>Maneuvers. </strong>You learn three maneuvers of your choice, which are detailed under @Compendium[5e-content.class-lists.WOp2S5tvdeZOpDf3]{Maneuvers}. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.</p>\n<p class=\"Core-Styles_Core-Body\">You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.</p>\n<p class=\"Core-Styles_Core-Body\"><strong>Superiority Dice. </strong>You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.</p>\n<p class=\"Core-Styles_Core-Body\">You gain another superiority die at 7th level and one more at 15th level.</p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\"><strong>Saving Throws. </strong>Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:</p>\n<p class=\"List-Styles_List-Item-Centered\"><strong>Maneuver save DC</strong> = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"Battle Master 3","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"qKAAaZ61TFGokRMU":3},"flags":{"core":{"sourceId":"Item.KUpnuzgt1zz0GjlP"}}}
{"name":"Ethereal Step","type":"feat","img":"icons/magic/air/wind-vortex-swirl-blue-purple.webp","data":{"description":{"value":"<p>At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the @Compendium[dnd5e.spells.PQuEgKyCdovOvhqN]{Etherealness} spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.</p>\n<p>Once you use this feature, you can’t use it again until you finish a short or long rest.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.vtQWEzC6YMS1PPkU"}},"_id":"bGoNhvVGhprzlB0Y"}
......@@ -780,6 +785,7 @@
{"_id":"y4CiGYA8DRWvOEjI","name":"Misty Wanderer","type":"feat","img":"icons/magic/air/wind-vortex-swirl-blue-purple.webp","data":{"description":{"value":"<p>You can slip in and out of the Feywild to move in a blink of an eye: you can cast @Compendium[5e-content.all-spells.ePkLLCIxnVi4gGtH]{Misty Step} without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</p>\n<p>In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"@abilities.wis.mod","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"Fey Wanderer 15","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.PEwYPqm54Lquihww"}}}
{"name":"Gloom Stalker Magic","type":"feat","img":"icons/magic/unholy/energy-smoke-pink.webp","data":{"description":{"value":"<p class=\"Core-Styles_Core-Body\">Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.</p>\n<h4>Gloom Stalker Spells</h4>\n<table>\n<thead>\n<tr>\n<th>Ranger Level</th>\n<th>Spell</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3rd</td>\n<td>@Compendium[5e-content.all-spells.6lWyJRUVPf0NS8Ad]{Disguise Self}</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>@Compendium[5e-content.all-spells.Elfx1yFT5dI70Bbf]{Rope Trick}</td>\n</tr>\n<tr>\n<td>9th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">@Compendium[5e-content.all-spells.oNvuCQALYPX8y30z]{Fear}</span></td>\n</tr>\n<tr>\n<td>13th</td>\n<td>@Compendium[5e-content.all-spells.qBvDFpmUNXh8Dhbq]{Greater Invisibility}</td>\n</tr>\n<tr>\n<td>17th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">@Compendium[5e-content.all-spells.oIo2BAsoigOlXlit]{Seeming}</span></td>\n</tr>\n</tbody>\n</table>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"Gloom Stalker 3","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.0OeemhY9vxHXj7fg"}},"_id":"y5lG6okjUIUYTL2V"}
{"_id":"yF5Ge5ZU78HCfIFb","name":"Shadow Martyr","type":"feat","img":"icons/magic/defensive/barrier-shield-dome-deflect-blue.webp","data":{"description":{"value":"<p>You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.</p>\n<p>Once you use this feature, you can’t use it again until you finish a short or long rest.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"Echo Knight 10","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.SFXOX9MaYVL5C2WU"}}}
{"name":"Arcane Tradition","type":"feat","img":"icons/magic/water/orb-ice-glow.webp","data":{"description":{"value":"<p>When you reach 2nd level, you choose an @Compendium[5e-content.class-lists.xoi9NvZPOL6PHK2C]{arcane traditions}, shaping your practice of magic through one of eight schools, such as Evocation.</p>\n<p>Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.</p>","chat":"","unidentified":""},"source":"PHB pg. 115","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"requirements":"Wizard 2","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classfeatures.AEWr9EMxy5gj4ZFT"}},"_id":"yH901xzmBIv3LMgp"}
{"_id":"yHi2wlys6PSep6zP","name":"Bullying Shot","type":"feat","img":"icons/skills/ranged/bullets-triple-ball-orange.webp","data":{"description":{"value":"<p>You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.VSkL3eQMbeiScksr"}}}
{"_id":"yKJS4p2TOcB3mEfx","name":"Martial Archetype","type":"feat","img":"icons/skills/melee/weapons-crossed-swords-yellow.webp","data":{"description":{"value":"<p>At 3rd level, you choose a @Compendium[5e-content.class-lists.ajfFlfVHlu1Y8PX7]{martial archetype} that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.</p>","chat":"","unidentified":""},"source":"PHB pg. 72","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"Fighter 3","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classfeatures.ax8M0X0q1GGWM26j"}}}
{"name":"Radiant Soul","type":"feat","img":"icons/magic/light/beam-explosion-orange.webp","data":{"description":{"value":"<p>Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"The Celestial 6","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.ruqT4EN89JgafkYB"}},"_id":"yQevdrNVHrFn6cWo"}
......@@ -800,9 +806,3 @@
{"_id":"zpQUxy8k2HwAuM3u","name":"Bonus Proficiencies (College of Swords)","type":"feat","img":"icons/skills/trades/academics-investigation-puzzles.webp","data":{"description":{"value":"<p>When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.</p>\n<p>If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"College of Swords 3","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xh2d7KZPCRuncEWz":3},"flags":{"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"core":{"sourceId":"Compendium.world.subclass-features.eaPcioOX5vrFSGb7"}}}
{"_id":"zvMl3Wt9JUK1bRLz","name":"Ki: Stunning Strike","type":"feat","img":"icons/skills/melee/unarmed-punch-fist-blue.webp","data":{"description":{"value":"<p>Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.</p>","chat":"","unidentified":""},"source":"PHB pg. 79","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"wis","value":"con"},"requirements":"Monk 5","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classfeatures.pvRc6GAu1ok6zihC"}}}
{"_id":"zwqETmG3Un2jpic5","name":"Draconic Presence","type":"feat","img":"icons/magic/acid/projectile-smoke-glowing.webp","data":{"description":{"value":"<p>Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.</p>","chat":"","unidentified":""},"source":"PHB pg. 103","activation":{"type":"action","cost":1,"condition":"Also requires 5 sorcery points."},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha","value":""},"requirements":"Draconic Bloodline 18","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classfeatures.Gsha4bl0apxqspFy"}}}
{"name":"One with the Word","type":"feat","img":"icons/sundries/books/book-open-purple.webp","data":{"description":{"value":"<p>Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.</p>\n<p>Moreover, if you take damage while your spellbook’s mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll’s total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren’t enough spells in the book to cover this cost, you drop to 0 hit points.</p>\n<p>Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook. Once you use this reaction, you can’t do so again until you finish a long rest.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.5KAnXbHpG6IsD9Jb"}},"_id":"X8D13vUU6bGSZem4"}
{"name":"Master Scrivener","type":"feat","img":"icons/sundries/scrolls/scroll-symbol-sun-brown.webp","data":{"description":{"value":"<p>Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll.</p>\n<p>The spellbook must be within 5 feet of you when you make the scroll. The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.</p>\n<p>You are also adept at crafting spell scrolls, which are described in the treasure chapter of the <em>Dungeon Master’s Guide</em>. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.n1rtdGjrmsBqAoea"}},"_id":"GlTLnpFcGSVHc0CY"}
{"name":"Manifest Mind","type":"feat","img":"icons/magic/symbols/rune-sigil-rough-white-teal.webp","data":{"description":{"value":"<p>You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).</p>\n<p>While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).</p>\n<p>Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p>\n<p>As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.</p>\n<p>The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts @Compendium[5e-content.all-spells.SioDdQuxnn3vRQOh]{Dispel Magic} on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action. Once you conjure the mind, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.SJpoZ8j3NnfRBBmk"}},"_id":"UNqUuH5mIRrxvcM3"}
{"name":"Awakened Spellbook","type":"feat","img":"icons/sundries/books/book-tooled-eye-gold-red.webp","data":{"description":{"value":"<p>Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.</p>\n<p>While you are holding the book, it grants you the following benefits:</p>\n<ul>\n<li>You can use the book as a spellcasting focus for your wizard spells.</li>\n<li>When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend.</li>\n<li>When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.</li>\n</ul>\n<p>If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you’re attuned. At the end of the rest, your spellbook’s consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.uRvwQoXHr9dI60tv"}},"_id":"PwdGPkJC7n9K2qlm"}
{"name":"Wizardly Quill","type":"feat","img":"icons/tools/scribal/ink-quill-red.webp","data":{"description":{"value":"<p>As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:</p>\n<ul>\n<li>The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.</li>\n<li>The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.</li>\n<li>You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.</li>\n</ul>\n<p>This quill disappears if you create another one or if you die.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.Ii0scoWZyl520fwx"}},"_id":"b4qblEUPlZBKJXBN"}
{"name":"Arcane Tradition","type":"feat","img":"icons/magic/water/orb-ice-glow.webp","data":{"description":{"value":"<p>When you reach 2nd level, you choose an @Compendium[5e-content.class-lists.xoi9NvZPOL6PHK2C]{arcane traditions}, shaping your practice of magic through one of eight schools, such as Evocation.</p>\n<p>Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.</p>","chat":"","unidentified":""},"source":"PHB pg. 115","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"requirements":"Wizard 2","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classfeatures.AEWr9EMxy5gj4ZFT"}},"_id":"yH901xzmBIv3LMgp"}
......@@ -15,7 +15,4 @@
{"_id":"kMmoz5bRGULZQr8M","name":"Arcane Shot Options","content":"<h2 id=\"ArcaneShotOptions-682\">Arcane Shot Options</h2>\n<p class=\"Core-Styles_Core-Body\">The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.</p>\n<p class=\"Core-Styles_Core-Body\">If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.</p>\n<h3>@Compendium[5e-content.all-class-features.2sV5g58qxHKSq8hx]{Banishing Arrow}</h3>\n<p class=\"Core-Styles_Core-Body\">You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.</p>\n<p class=\"Core-Styles_Core-Body\">After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.</p>\n<h3>@Compendium[5e-content.all-class-features.lFntjdVKPN5YfTpG]{Beguiling Arrow}</h3>\n<p class=\"Core-Styles_Core-Body\">Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.</p>\n<p class=\"Core-Styles_Core-Body\">The psychic damage increases to 4d6 when you reach 18th level in this class.</p>\n<h3>@Compendium[5e-content.all-class-features.lQfnfTSL3HgY8Ul6]{Bursting Arrow}</h3>\n<p class=\"Core-Styles_Core-Body\">You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.</p>\n<p class=\"Core-Styles_Core-Body\">The force damage increases to 4d6 when you reach 18th level in this class.</p>\n<h3>@Compendium[5e-content.all-class-features.WFccUHy5FLXWlfcc]{Enfeebling Arrow}</h3>\n<p class=\"Core-Styles_Core-Body\">You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.</p>\n<p class=\"Core-Styles_Core-Body\">The necrotic damage increases to 4d6 when you reach 18th level in this class.</p>\n<h3>@Compendium[5e-content.all-class-features.TvhhoQx09d0BkIuH]{Grasping Arrow}</h3>\n<p class=\"Core-Styles_Core-Body\">When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.</p>\n<p class=\"Core-Styles_Core-Body\">The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.</p>\n<h3>@Compendium[5e-content.all-class-features.0WgDqBcnhOwuEdYY]{Piercing Arrow}</h3>\n<p class=\"Core-Styles_Core-Body\">You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.</p>\n<p class=\"Core-Styles_Core-Body\">The piercing damage increases to 2d6 when you reach 18th level in this class.</p>\n<h3>@Compendium[5e-content.all-class-features.3IfLL2WfwQTrQ7qX]{Seeking Arrow}</h3>\n<p class=\"Core-Styles_Core-Body\">Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.</p>\n<p class=\"Core-Styles_Core-Body\">The force damage increases to 2d6 when you reach 18th level in this class.</p>\n<h3>@Compendium[5e-content.all-class-features.qI94uTZ8HkkrH5db]{Shadow Arrow}</h3>\n<p class=\"Core-Styles_Core-Body\">You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.</p>\n<p class=\"Core-Styles_Core-Body\">The psychic damage increases to 4d6 when you reach 18th level in this class.</p>","folder":null,"sort":0,"permission":{"default":0,"qKAAaZ61TFGokRMU":3},"flags":{"core":{"sourceId":"JournalEntry.tPI1f8e11Qr6OWoD"}}}
{"_id":"vUGi60kae9ODSMMp","name":"Ranger Archetypes","content":"<h2 id=\"BeastMaster\">Beast Master</h2>\n<p class=\"Core-Styles_Core-Body\">The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wild<span class=\"No-Break\">erness alike.</span></p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.GTDGvO3IP63q07Nv]{Beast Master}</p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"Drakewarden\">Drakewarden</h2>\n<p>Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.</p>\n<p>Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table offers examples.</p>\n<h3 id=\"DrakewardenOrigin\" class=\"quick-menu-exclude compendium-hr\">Drakewarden Origin</h3>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\" style=\"width:99.1549%\">\n<thead>\n<tr>\n<th style=\"width:4.95347%\">d6</th>\n<th style=\"width:95.0878%\">Origin</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td style=\"width:4.95347%;text-align:center\">1</td>\n<td style=\"width:95.0878%\">You studied a dragon’s scale or claw, or a trinket from a dragon’s hoard, creating your bond through that token’s lingering draconic magic.</td>\n</tr>\n<tr>\n<td style=\"width:4.95347%;text-align:center\">2</td>\n<td style=\"width:95.0878%\">A secret order of rangers who collect and guard draconic lore taught you their ways.</td>\n</tr>\n<tr>\n<td style=\"width:4.95347%;text-align:center\">3</td>\n<td style=\"width:95.0878%\">A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.</td>\n</tr>\n<tr>\n<td style=\"width:4.95347%;text-align:center\">4</td>\n<td style=\"width:95.0878%\">You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power.</td>\n</tr>\n<tr>\n<td style=\"width:4.95347%;text-align:center\">5</td>\n<td style=\"width:95.0878%\">An ancient Draconic inscription on a standing stone empowered you when you read it aloud.</td>\n</tr>\n<tr>\n<td style=\"width:4.95347%;text-align:center\">6</td>\n<td style=\"width:95.0878%\">You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.p52LA68mltAHOhho]{Drakewarden}</p>\n<h4 id=\"DraconicGift-4821750\"></h4>\n<p> </p>\n<h2 id=\"FeyWanderer\">Fey Wanderer</h2>\n<p>A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.</p>\n<p>@Compendium[5e-content.all-subclasses.llsjb3umTOULzfrq]{Fey Wanderer}</p>\n<p> </p>\n<h2 id=\"GloomStalker\">Gloom Stalker</h2>\n<p class=\"Core-Styles_Core-Body\">Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.</p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.LVUi3sbOLfatbjdY]{Gloom Stalker}</p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"HorizonWalker\">Horizon Walker</h2>\n<p class=\"Core-Styles_Core-Body\">Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes.</p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.QkZC2m8vHnCnhsE2]{Horizon Walker}</p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"Hunter\">Hunter</h2>\n<p class=\"Core-Styles_Core-Body\">Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrif<span class=\"No-Break\">ying dragons.</span></p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.CY5QysymC64z6WZB]{Hunter}</p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"MonsterSlayer\">Monster Slayer</h2>\n<p class=\"Core-Styles_Core-Body\">You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.</p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.VOmdNLE6ijZlBDHk]{Monster Slayer}</p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"Swarmkeeper\">Swarmkeeper</h2>\n<p>Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</p>\n<blockquote>\n<p>A Swarmkeeper’s swarm and spells are reflections of the character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are an exciting opportunity to explore your character’s narrative through their class abilities. For more guidance on customizing spells, see the “Personalizing Spells” section in chapter 3 of <em>Tasha's Cauldron of Everything</em>.</p>\n<p>Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!</p>\n</blockquote>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.GRfJ41gnXpGkfR6H]{Swarmkeeper}</p>\n<h4 id=\"GatheredSwarm-2991401\"></h4>\n<p> </p>","folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"JournalEntry.SazbBFkXLtCwmJRA"}}}
{"_id":"vaCXleDK8UpavZ6a","name":"Sacred Oaths","content":"<p class=\"Core-Styles_Core-Body\">Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.</p>\n<p> </p>\n<div class=\"subitems-list-details\">\n<div class=\"subitems-list-details-item\">\n<h2 id=\"OathofConquest\">Oath of Conquest</h2>\n<p class=\"Core-Styles_Core-Body\">The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.</p>\n<p class=\"Core-Styles_Core-Body\">Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights — as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.</p>\n<blockquote>\n<p class=\"compendium-hr\"><strong>TENETS OF CONQUEST</strong></p>\n<p class=\"Core-Styles_Core-Body\">A paladin who takes this oath has the tenets of conquest seared on the upper arm.</p>\n<p><strong>Douse the Flame of Hope.</strong> It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.</p>\n<p><strong>Rule with an Iron Fist.</strong> Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.</p>\n<p><strong>Strength Above All.</strong> You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.</p>\n</blockquote>\n<h4 class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.3MUhBC4QAUCj5tGk]{Oath of Conquest}</h4>\n<p> </p>\n<h2 id=\"OathofDevotion\">Oath of Devotion</h2>\n<p class=\"Core-Styles_Core-Body\">The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or c<span class=\"No-Break\">oats of arms.</span></p>\n<blockquote>\n<p class=\"compendium-hr\"><strong>TENETS OF DEVOTION</strong></p>\n<p class=\"Core-Styles_Core-Body\">Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share <span class=\"No-Break\">these tenets.</span></p>\n<p class=\"Core-Styles_Core-Body\"><strong>Honesty.</strong> Don’t lie or cheat. Let your word be <span class=\"No-Break\">your promise.</span></p>\n<p class=\"Core-Styles_Core-Body\"><strong>Courage.</strong> Never fear to act, though cau<span class=\"No-Break\">tion is wise.</span></p>\n<p class=\"Core-Styles_Core-Body\"><strong>Compassion.</strong> Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it<span class=\"No-Break\"> with wisdom.</span></p>\n<p class=\"Core-Styles_Core-Body\"><strong>Honor.</strong> Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least am<span class=\"No-Break\">ount of harm.</span></p>\n<p class=\"Core-Styles_Core-Body\"><strong>Duty.</strong> Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just author<span class=\"No-Break\">ity over you.</span></p>\n</blockquote>\n<p>@Compendium[5e-content.all-subclasses.OvICq1t3JxueXfDe]{Oath of Devotion}</p>\n<p> </p>\n<h4 id=\"ChannelDivinity-279\"></h4>\n<h2 id=\"OathofGlory\">Oath of Glory</h2>\n<p>Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls.</p>\n<blockquote>\n<p><strong>TENETS OF GLORY</strong></p>\n<p>The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.</p>\n<p><strong>Actions over Words.</strong> Strive to be known by glorious deeds, not words.</p>\n<p><strong>Challenges Are but Tests.</strong> Face hardships with courage, and encourage your allies to face them with you.</p>\n<p><strong>Hone the Body.</strong> Like raw stone, your body must be worked so its potential can be realized.</p>\n<p><strong>Discipline the Soul.</strong> You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.</p>\n</blockquote>\n<p>@Compendium[5e-content.all-subclasses.o30djdpEPjSqafDm]{Oath of Glory}</p>\n<p> </p>\n<h4 id=\"OathSpells-2203084\"></h4>\n<h2 id=\"OathofRedemption\">Oath of Redemption</h2>\n<p class=\"Core-Styles_Core-Body\">The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.</p>\n<p class=\"Core-Styles_Core-Body\">While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.</p>\n<blockquote>\n<p class=\"compendium-hr\"><strong>TENETS OF REDEMPTION</strong></p>\n<p>The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.</p>\n<p><strong>Peace.</strong> Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.</p>\n<p><strong>Innocence.</strong> All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.</p>\n<p><strong>Patience.</strong> Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.</p>\n<p><strong>Wisdom.</strong> Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.</p>\n</blockquote>\n<p>@Compendium[5e-content.all-subclasses.deeLK42bookGibqt]{Oath of Redemption}</p>\n<h4 class=\"quick-menu-exclude compendium-hr\"> </h4>\n<h2 id=\"OathoftheAncients\">Oath of the Ancients</h2>\n<p>The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.</p>\n<blockquote>\n<p><strong>TENETS OF THE ANCIENTS</strong></p>\n<p>The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.</p>\n<p><strong>Kindle the Light.</strong> Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.</p>\n<p><strong>Shelter the Light.</strong> Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.</p>\n<p><strong>Preserve Your Own Light.</strong> Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world.</p>\n<p><strong>Be the Light.</strong> Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.</p>\n</blockquote>\n<p>@Compendium[5e-content.all-subclasses.4ZXqfbliNIHdMNbQ]{Oath of the Ancients}</p>\n<p> </p>\n<h4 id=\"ChannelDivinity-283\"></h4>\n<h2 id=\"OathoftheCrown\">Oath of the Crown</h2>\n<p>The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the orde<span class=\"No-Break\">r’s ranks.</span></p>\n<blockquote>\n<p class=\"Core-Styles_Heading-3\"><strong>TENETS OF THE CROWN</strong></p>\n<p class=\"Core-Styles_Core-Body\">The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the followi<span class=\"No-Break\">ng tenets.</span></p>\n<p class=\"Core-Styles_Core-Body\"><strong>Law. </strong>The law is paramount. It is the mortar that holds the stones of civilization together, and it must be <span class=\"No-Break\">respected.</span></p>\n<p class=\"Core-Styles_Core-Body\"><strong>Loyalty. </strong>Your word is your bond. Without loyalty, oaths and laws are me<span class=\"No-Break\">aningless.</span></p>\n<p class=\"Core-Styles_Core-Body\"><strong>Courage. </strong>You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then<span class=\"No-Break\"> who will?</span></p>\n<p class=\"Core-Styles_Core-Body\"><strong>Responsibility. </strong>You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and ob<span class=\"No-Break\">ligations.</span></p>\n</blockquote>\n<p>@Compendium[5e-content.all-subclasses.csaYF4Nv60N5vb0Z]{Oath of the Crown}</p>\n<p> </p>\n<h4 id=\"OathSpells-497\"></h4>\n<h2 id=\"OathoftheOpenSea\">Oath of the Open Sea</h2>\n<p>The Oath of the Open Sea calls to sea-faring warriors, swashbuckling sailors, and journeying guardians who seek the thrill of an endless horizon. Driven to seek the adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny the liberties afforded to likeminded travelers, rooting out the tyrannical and corrupt that claim any shore. Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities like the Wild Mother or Storm Lord that influence safe passage, while often feeling called to hunt those monstrosities that seek to terrorize and spoil the waters with wanton violence and ill intent.</p>\n<blockquote>\n<p><em><strong>No Greater Life than a Life Lived Free.</strong></em> One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.</p>\n<p><em><strong>Trust the Skies.</strong></em> The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.</p>\n<p><em><strong>Adapt like the Water.</strong></em> The waters of the ocean can shift around any obstacle or become an impassable one. They can carve around and reveal the secrets of the past or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.</p>\n<p><em><strong>Explore the Uncharted.</strong></em> The world is filled with much mystery. Through the pursuit of these enigmatic ends, one can both uncover those who hide their dark deeds in shadow to be judged, and find the path to becoming something great.</p>\n</blockquote>\n<p>@Compendium[5e-content.all-subclasses.1RjG3wUxDuYMBPGs]{Oath of the Open Sea}</p>\n<p> </p>\n<h4 id=\"OathSpells-2780278\"></h4>\n<h2 id=\"OathoftheWatchers\">Oath of the Watchers</h2>\n<p>The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.</p>\n<p>Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle.</p>\n<blockquote>\n<p><strong>TENETS OF THE WATCHERS</strong></p>\n<p>A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.</p>\n<p><em><strong>Vigilance.</strong></em> The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.</p>\n<p><em><strong>Loyalty.</strong></em> Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.</p>\n<p><em><strong>Discipline.</strong></em> You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.</p>\n</blockquote>\n<p>@Compendium[5e-content.all-subclasses.jgcvxIjqbnwscaP0]{Oath of the Watchers}</p>\n<p> </p>\n<h4 id=\"OathSpells-2992378\"></h4>\n<h2 id=\"OathofVengeance\">Oath of Vengeance</h2>\n<p class=\"Core-Styles_Core-Body\">The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delive<span class=\"No-Break\">ring justice.</span></p>\n<blockquote>\n<p class=\"compendium-hr\"><strong>TENETS OF VENGEANCE</strong></p>\n<p class=\"Core-Styles_Core-Body\">The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.</p>\n<p class=\"Core-Styles_Core-Body\"><strong>Fight the Greater Evil.</strong> Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.</p>\n<p class=\"Core-Styles_Core-Body\"><strong>No Mercy for the Wicked.</strong> Ordinary foes might win my mercy, but my sworn enemies do not.</p>\n<p class=\"Core-Styles_Core-Body\"><strong>By Any Means Necessary.</strong> My qualms can’t get in the way of exterminating my foes.</p>\n<p class=\"Core-Styles_Core-Body\"><strong>Restitution.</strong> If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.</p>\n</blockquote>\n<p>@Compendium[5e-content.all-subclasses.v4bc7GbBbXhmBEMI]{Oath of Vengeance}</p>\n<p> </p>\n<h2 id=\"Oathbreaker\">Oathbreaker</h2>\n<p class=\"Core-Styles_Core-Body\">An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin’s heart has been extinguished. Only darknes<span class=\"No-Break\">s remains.</span></p>\n<p class=\"Core-Styles_Core-Body\">A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker<span class=\"No-Break\"> features.</span></p>\n<h4 id=\"ChannelDivinity-287\"></h4>\n<p>@Compendium[5e-content.all-subclasses.HDMGOZzLtus7dukc]{Oathbreaker}</p>\n<p> </p>\n</div>\n</div>","folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"JournalEntry.3f7ldnzzLyhMzANs"}}}
{"name":"Arcane Traditions","content":"<p>The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&amp;D, with various traditions dedicated to its complex study.</p>\n<p>The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.</p>\n<h2>Bladesinging</h2>\n<p>Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.</p>\n<p>In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.</p>\n<p> </p>\n<h2>Chronurgy Magic</h2>\n<p>Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.</p>\n<p> </p>\n<h2>Graviturgy Magic</h2>\n<p>Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.</p>\n<p> </p>\n<h2>Order of Scribes</h2>\n<p>Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.</p>\n<p>Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!</p>\n<p>@Compendium[5e-content.all-subclasses.8RcvLd2Sd4FgAHjM]{Order of Scribes}</p>\n<h2>School of Abjuration</h2>\n<p>The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.</p>\n<p>Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence mu<span class=\"No-Break\">st be closed.</span></p>\n<p> </p>\n<h2>School of Conjuration</h2>\n<p>As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, i<span class=\"No-Break\">n an instant.</span></p>\n<p> </p>\n<h2>School of Divination</h2>\n<p>The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.</p>\n<p> </p>\n<h2>School of Enchantment</h2>\n<p>As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.</p>\n<p> </p>\n<h2>School of Evocation</h2>\n<p>You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspi<span class=\"No-Break\">ring tyrants.</span></p>\n<p> </p>\n<h2>School of Illusion</h2>\n<p>You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.</p>\n<p> </p>\n<h2>School of Necromancy</h2>\n<p>The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you ca<span class=\"No-Break\">n manipulate.</span></p>\n<p>Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by ma<span class=\"No-Break\">ny societies.</span></p>\n<p> </p>\n<h2>School of Transmutation</h2>\n<p>You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.</p>\n<p>Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and de<span class=\"No-Break\">stroy worlds.</span></p>\n<p> </p>\n<h2>War Magic</h2>\n<p>A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.</p>\n<p>Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.</p>\n<p>In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty fireball if I die before I can cast it?”</p>\n<p> </p>","folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"JournalEntry.SaQZLkEIq2CXcEjS"}},"_id":"xoi9NvZPOL6PHK2C"}
{"_id":"xoi9NvZPOL6PHK2C","name":"Arcane Traditions","content":"<p>The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&amp;D, with various traditions dedicated to its complex study.</p>\n<p>The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.</p>\n<h2>Bladesinging</h2>\n<p>Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.</p>\n<p>In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.</p>\n<p> </p>\n<h2>Chronurgy Magic</h2>\n<p>Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.</p>\n<p> </p>\n<h2>Graviturgy Magic</h2>\n<p>Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.</p>\n<p> </p>\n<h2>Order of Scribes</h2>\n<p>Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.</p>\n<p>Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!</p>\n<p>@Compendium[5e-content.all-subclasses.8RcvLd2Sd4FgAHjM]{Order of Scribes}</p>\n<h2>School of Abjuration</h2>\n<p>The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.</p>\n<p>Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence mu<span class=\"No-Break\">st be closed.</span></p>\n<p> </p>\n<h2>School of Conjuration</h2>\n<p>As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, i<span class=\"No-Break\">n an instant.</span></p>\n<p> </p>\n<h2>School of Divination</h2>\n<p>The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.</p>\n<p> </p>\n<h2>School of Enchantment</h2>\n<p>As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.</p>\n<p> </p>\n<h2>School of Evocation</h2>\n<p>You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspi<span class=\"No-Break\">ring tyrants.</span></p>\n<p> </p>\n<h2>School of Illusion</h2>\n<p>You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.</p>\n<p> </p>\n<h2>School of Necromancy</h2>\n<p>The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you ca<span class=\"No-Break\">n manipulate.</span></p>\n<p>Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by ma<span class=\"No-Break\">ny societies.</span></p>\n<p> </p>\n<h2>School of Transmutation</h2>\n<p>You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.</p>\n<p>Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and de<span class=\"No-Break\">stroy worlds.</span></p>\n<p> </p>\n<h2>War Magic</h2>\n<p>A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.</p>\n<p>Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.</p>\n<p>In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty fireball if I die before I can cast it?”</p>\n<p> </p>","folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"JournalEntry.SaQZLkEIq2CXcEjS"}}}
{"_id":"xoi9NvZPOL6PHK2C","name":"Arcane Traditions","content":"<p>The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&amp;D, with various traditions dedicated to its complex study.</p>\n<p>The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.</p>\n<h2>Bladesinging</h2>\n<p>Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.</p>\n<p>In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.</p>\n<p> </p>\n<h2>Chronurgy Magic</h2>\n<p>Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.</p>\n<p> </p>\n<h2>Graviturgy Magic</h2>\n<p>Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.</p>\n<p> </p>\n<h2>Order of Scribes</h2>\n<p>Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.</p>\n<p>Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!</p>\n<p>@Compendium[5e-content.all-subclasses.8RcvLd2Sd4FgAHjM]{Order of Scribes}</p>\n<h2>School of Abjuration</h2>\n<p>The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.</p>\n<p>Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence mu<span class=\"No-Break\">st be closed.</span></p>\n<p> </p>\n<h2>School of Conjuration</h2>\n<p>As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, i<span class=\"No-Break\">n an instant.</span></p>\n<p> </p>\n<h2>School of Divination</h2>\n<p>The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.</p>\n<p> </p>\n<h2>School of Enchantment</h2>\n<p>As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.</p>\n<p> </p>\n<h2>School of Evocation</h2>\n<p>You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspi<span class=\"No-Break\">ring tyrants.</span></p>\n<p> </p>\n<h2>School of Illusion</h2>\n<p>You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.</p>\n<p> </p>\n<h2>School of Necromancy</h2>\n<p>The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you ca<span class=\"No-Break\">n manipulate.</span></p>\n<p>Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by ma<span class=\"No-Break\">ny societies.</span></p>\n<p> </p>\n<h2>School of Transmutation</h2>\n<p>You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.</p>\n<p>Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and de<span class=\"No-Break\">stroy worlds.</span></p>\n<p> </p>\n<h2>War Magic</h2>\n<p>A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.</p>\n<p>Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.</p>\n<p>In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty fireball if I die before I can cast it?”</p>\n<p> </p>","folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"JournalEntry.SaQZLkEIq2CXcEjS"}}}
{"_id":"xoi9NvZPOL6PHK2C","name":"Arcane Traditions","content":"<p>The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&amp;D, with various traditions dedicated to its complex study.</p>\n<p>The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.</p>\n<h2>Bladesinging</h2>\n<p>Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.</p>\n<p>In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.</p>\n<p> </p>\n<h2>Chronurgy Magic</h2>\n<p>Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.</p>\n<p> </p>\n<h2>Graviturgy Magic</h2>\n<p>Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.</p>\n<p> </p>\n<h2>Order of Scribes</h2>\n<p>Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.</p>\n<p>Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!</p>\n<p>@Compendium[5e-content.all-subclasses.8RcvLd2Sd4FgAHjM]{Order of Scribes}</p>\n<h2>School of Abjuration</h2>\n<p>The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.</p>\n<p>Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence mu<span class=\"No-Break\">st be closed.</span></p>\n<p> </p>\n<h2>School of Conjuration</h2>\n<p>As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, i<span class=\"No-Break\">n an instant.</span></p>\n<p> </p>\n<h2>School of Divination</h2>\n<p>The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.</p>\n<p> </p>\n<h2>School of Enchantment</h2>\n<p>As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.</p>\n<p> </p>\n<h2>School of Evocation</h2>\n<p>You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspi<span class=\"No-Break\">ring tyrants.</span></p>\n<p> </p>\n<h2>School of Illusion</h2>\n<p>You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.</p>\n<p> </p>\n<h2>School of Necromancy</h2>\n<p>The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you ca<span class=\"No-Break\">n manipulate.</span></p>\n<p>Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by ma<span class=\"No-Break\">ny societies.</span></p>\n<p> </p>\n<h2>School of Transmutation</h2>\n<p>You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.</p>\n<p>Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and de<span class=\"No-Break\">stroy worlds.</span></p>\n<p> </p>\n<h2>War Magic</h2>\n<p>A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.</p>\n<p>Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.</p>\n<p>In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty fireball if I die before I can cast it?”</p>\n<p> </p>","folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"JournalEntry.SaQZLkEIq2CXcEjS"}}}
......@@ -10,6 +10,4 @@
{"_id":"mUP4RaEob3Y8YRTn","name":"Bard","type":"class","img":"icons/tools/instruments/harp-yellow-teal.webp","data":{"description":{"value":"<p>As a bard, you gain the following class features.</p>\n<h3>Hit Points</h3>\n<p><strong>Hit Dice:</strong> 1d8 per bard level<br /><strong>Hit Points at 1st Level:</strong> 8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels:</strong> 1d8 (or 5) + your Constitution modifier per bard level after 1st</p>\n<h3>Proficiencies</h3>\n<p><strong>Armor:</strong> Light armor<br /><strong>Weapons:</strong> Simple weapons, hand crossbows, longswords, rapiers, shortswords<br /><strong>Tools:</strong> Three musical instruments of your choice<br /><strong>Saving Throws:</strong> Dexterity, Charisma<br /><strong>Skills:</strong> Choose any three</p>\n<h3>Equipment</h3>\n<p>You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li>(a) a rapier, (b) a longsword, or (c) any simple weapon</li>\n<li>(a) a diplomat’s pack or (b) an entertainer’s pack</li>\n<li>(a) a lute or (b) any other musical instrument</li>\n<li>Leather armor and a dagger</li>\n</ul>\n<h1>Bard Advancement</h1>\n<table style=\"width:568px\" border=\"0\">\n<thead>\n<tr>\n<td>Level</td>\n<td>Proficiency Bonus</td>\n<td>Features</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1st</td>\n<td>+2</td>\n<td>@Compendium[5e-content.all-class-features.6mdRQQ5LPWXOnlA3]{Spellcasting}, @Compendium[5e-content.all-class-features.MmZrSdoDqlWqoFSe]{Bardic Inspiration (d6)}</td>\n</tr>\n<tr>\n<td>2nd</td>\n<td>+2</td>\n<td>@Compendium[5e-content.all-class-features.ur2ry5FOSrpikqr0]{Jack of All Trades}, @Compendium[5e-content.all-class-features.oFYwwEeiXf9RAFY1]{Song of Rest (d6)}, @Compendium[5e-content.all-class-features.eWOZXFxZPIQBi2Xp]{Magical Inspiration}</td>\n</tr>\n<tr>\n<td>3rd</td>\n<td>+2</td>\n<td>@Compendium[5e-content.all-class-features.RuXJlqqFX3I1HNrF]{Bard College},  @Compendium[5e-content.all-class-features.BpYsb8uKFqHfZPpU]{Expertise}</td>\n</tr>\n<tr>\n<td>4th</td>\n<td>+2</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}, @Compendium[5e-content.all-class-features.l2s1wLDTs5gkXJFh]{Bardic Versatility}</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>+3</td>\n<td>@Compendium[5e-content.all-class-features.MmZrSdoDqlWqoFSe]{Bardic Inspiration (d8)}, @Compendium[5e-content.all-class-features.wH4i19fLgdoTxrAr]{Font of Inspiration}</td>\n</tr>\n<tr>\n<td>6th</td>\n<td>+3</td>\n<td>@Compendium[5e-content.all-class-features.IqmtxwG0kKRgSGAS]{Countercharm}, Bard College feature</td>\n</tr>\n<tr>\n<td>7th</td>\n<td>+3</td>\n<td>4th Level Spell Slot</td>\n</tr>\n<tr>\n<td>8th</td>\n<td>+3</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>9th</td>\n<td>+4</td>\n<td>5th Level Spell Slot,  @Compendium[5e-content.all-class-features.oFYwwEeiXf9RAFY1]{Song of Rest (d8)}</td>\n</tr>\n<tr>\n<td>10th</td>\n<td>+4</td>\n<td>@Compendium[5e-content.all-class-features.MmZrSdoDqlWqoFSe]{Bardic Inspiration (d10)}, @Compendium[5e-content.all-class-features.BpYsb8uKFqHfZPpU]{Expertise}, @Compendium[5e-content.all-class-features.9mNOqXcV9vFuBv35]{Magical Secrets}</td>\n</tr>\n<tr>\n<td>11th</td>\n<td>+4</td>\n<td>6th Level Spell Slot</td>\n</tr>\n<tr>\n<td>12th</td>\n<td>+4</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>13th</td>\n<td>+5</td>\n<td>7th Level Spell Slot, @Compendium[5e-content.all-class-features.oFYwwEeiXf9RAFY1]{Song of Rest (d10)}</td>\n</tr>\n<tr>\n<td>14th</td>\n<td>+5</td>\n<td>@Compendium[5e-content.all-class-features.9mNOqXcV9vFuBv35]{Magical Secrets}, Bard College feature</td>\n</tr>\n<tr>\n<td>15th</td>\n<td>+5</td>\n<td>8th Level Spell Slot, @Compendium[5e-content.all-class-features.MmZrSdoDqlWqoFSe]{Bardic Inspiration (d12)}</td>\n</tr>\n<tr>\n<td>16th</td>\n<td>+5</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>17th</td>\n<td>+6</td>\n<td>9th Level Spell Slot, @Compendium[5e-content.all-class-features.oFYwwEeiXf9RAFY1]{Song of Rest (d12)}</td>\n</tr>\n<tr>\n<td>18th</td>\n<td>+6</td>\n<td>@Compendium[5e-content.all-class-features.9mNOqXcV9vFuBv35]{Magical Secrets}</td>\n</tr>\n<tr>\n<td>19th</td>\n<td>+6</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>20th</td>\n<td>+6</td>\n<td>@Compendium[5e-content.all-class-features.XRvgjzbt9dn2l7B8]{Superior Inspiration}</td>\n</tr>\n</tbody>\n</table>","chat":"","unidentified":""},"source":"","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"saves":["dex","cha"],"skills":{"number":3,"choices":["acr","ani","arc","ath","dec","his","ins","itm","inv","med","nat","prc","per","prf","rel","slt","ste","sur"],"value":[]},"spellcasting":{"progression":"full","ability":"cha"},"damage":{"parts":[]},"critical":{"threshold":null,"damage":null}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xh2d7KZPCRuncEWz":3},"flags":{"obsidian":{"spellcasting":{"enabled":true,"spell":"cha","preparation":"known","rituals":"prep"},"effects":[],"version":13},"core":{"sourceId":"Item.xpDYT0JHigdRBsG2"}}}
{"_id":"mwV5WH7Laxw7OgHf","name":"Ranger","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"<p>As a ranger, you gain the following class features.</p>\n<h3>Hit Points</h3>\n<p><strong>Hit Dice:</strong> 1d10 per ranger level<br /><strong>Hit Points at 1st Level:</strong> 10 + your Constitution modifier<br /><strong>Hit Points at Higher Levels:</strong> 1d10 (or 6) + your Constitution modifier per ranger level after 1st</p>\n<h3>Proficiencies</h3>\n<p><strong>Armor:</strong> Light armor, medium armor, shields<br /><strong>Weapons:</strong> Simple weapons, martial weapons<br /><strong>Tools:</strong> None<br /><strong>Saving Throws:</strong> Strength, Dexterity<br /><strong>Skills:</strong> Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival</p>\n<h3>Equipment</h3>\n<p>You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li>(a) scale mail or (b) leather armor</li>\n<li>(a) two shortswords or (b) two simple melee weapons</li>\n<li>(a) a dungeoneer's pack or (b) an explorer's pack</li>\n<li>A longbow and a quiver of 20 arrows</li>\n</ul>\n<h1>Ranger Advancement</h1>\n<table>\n<thead>\n<tr>\n<td>Level</td>\n<td style=\"text-align:center\">Proficiency Bonus</td>\n<td>Features</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1st</td>\n<td style=\"text-align:center\">+2</td>\n<td>@Compendium[5e-content.all-class-features.MsY50IiztJji7bEc]{Favored Opponent}, @Compendium[5e-content.all-class-features.6j1AZQ6WLjGZy2qz]{Explorer}</td>\n</tr>\n<tr>\n<td>2nd</td>\n<td style=\"text-align:center\">+2</td>\n<td>@Compendium[5e-content.all-class-features.F0zaNhpzsW9isTbI]{Fighting Style}, @Compendium[5e-content.all-class-features.z1e9YyyqAAlnHezJ]{Spellcasting}</td>\n</tr>\n<tr>\n<td>3rd</td>\n<td style=\"text-align:center\">+2</td>\n<td>@Compendium[5e-content.all-class-features.3cGvsDrHCdifF5rA]{Ranger Archetype}, @Compendium[5e-content.all-class-features.5dFQOXYtXmhQiJHl]{Awareness}</td>\n</tr>\n<tr>\n<td>4th</td>\n<td style=\"text-align:center\">+2</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}, @Compendium[5e-content.all-class-features.eQG4J0XvQoj7oV1k]{Martial Versatility}</td>\n</tr>\n<tr>\n<td>5th</td>\n<td style=\"text-align:center\">+3</td>\n<td>2nd Level Spell Slot, @Compendium[5e-content.all-class-features.9QguiS0D56poPr2E]{Extra Attack}</td>\n</tr>\n<tr>\n<td>6th</td>\n<td style=\"text-align:center\">+3</td>\n<td>Favored Opponent improvement, Explorer improvements</td>\n</tr>\n<tr>\n<td>7th</td>\n<td style=\"text-align:center\">+3</td>\n<td>Ranger Archetype feature</td>\n</tr>\n<tr>\n<td>8th</td>\n<td style=\"text-align:center\">+3</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}, @Compendium[5e-content.all-class-features.plNkvL6AqeHmrPds]{Land's Stride}</td>\n</tr>\n<tr>\n<td>9th</td>\n<td style=\"text-align:center\">+4</td>\n<td>3rd Level Spell Slot</td>\n</tr>\n<tr>\n<td>10th</td>\n<td style=\"text-align:center\">+4</td>\n<td>Explorer improvements, @Compendium[5e-content.all-class-features.2U7BhUEzFXC259is]{Natural Stealth}</td>\n</tr>\n<tr>\n<td>11th</td>\n<td style=\"text-align:center\">+4</td>\n<td>Ranger Archetype feature</td>\n</tr>\n<tr>\n<td>12th</td>\n<td style=\"text-align:center\">+4</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>13th</td>\n<td style=\"text-align:center\">+5</td>\n<td>4th Level Spell Slot</td>\n</tr>\n<tr>\n<td>14th</td>\n<td style=\"text-align:center\">+5</td>\n<td>Favored Opponent improvement, @Compendium[5e-content.all-class-features.veuq5hxFfvQEjNpA]{Vanish}</td>\n</tr>\n<tr>\n<td>15th</td>\n<td style=\"text-align:center\">+5</td>\n<td>Ranger Archetype feature</td>\n</tr>\n<tr>\n<td>16th</td>\n<td style=\"text-align:center\">+5</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>17th</td>\n<td style=\"text-align:center\">+6</td>\n<td>5th Level Spell Slot</td>\n</tr>\n<tr>\n<td>18th</td>\n<td style=\"text-align:center\">+6</td>\n<td>@Compendium[5e-content.all-class-features.nhcVziZhJY0dKwO0]{Feral Senses}</td>\n</tr>\n<tr>\n<td>19th</td>\n<td style=\"text-align:center\">+6</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>20th</td>\n<td style=\"text-align:center\">+6</td>\n<td>@Compendium[5e-content.all-class-features.RmACuF8NxMM15VX2]{Foe Slayer}</td>\n</tr>\n</tbody>\n</table>","chat":"","unidentified":""},"source":"","levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"saves":["str","dex"],"skills":{"number":3,"choices":["ani","ath","ins","inv","nat","prc","ste","sur"],"value":[]},"spellcasting":{"progression":"half","ability":"wis"},"damage":{"parts":[]},"critical":{"threshold":null,"damage":null}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classes.VkRQ7glQvTWWiOCS"}}}
{"_id":"o8qaZpvyZIcOLSOn","name":"Monk","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"<p>As a monk, you gain the following class features.</p>\n<h3>Hit Points</h3>\n<p><strong>Hit Dice:</strong> 1d8 per monk level<br /><strong>Hit Points at 1st Level:</strong> 8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels:</strong> 1d8 (or 5) + your Constitution modifier per monk level after 1st</p>\n<h3>Proficiencies</h3>\n<p><strong>Armor:</strong> None<br /><strong>Weapons:</strong> Simple weapons, shortswords<br /><strong>Tools:</strong> Choose one type of artisan’s tools or one musical instrument<br /><strong>Saving Throws:</strong> Strength, Dexterity<br /><strong>Skills:</strong> Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth</p>\n<h3>Equipment</h3>\n<p>You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li>(a) a shortsword or (b) any simple weapon</li>\n<li>(a) a dungeoneer’s pack or (b) an explorer’s pack</li>\n<li>10 darts</li>\n</ul>\n<h1>Monk Advancement</h1>\n<table style=\"width:99.4195%\">\n<thead>\n<tr>\n<td style=\"width:7.2344%\">Level</td>\n<td style=\"width:7.36052%\">Proficiency Bonus</td>\n<td style=\"width:6.54546%\">Martial Arts</td>\n<td style=\"width:5.51872%\">Ki Points</td>\n<td style=\"width:9.88235%\">Unarmored Movement</td>\n<td style=\"width:62.246%\">Features</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td style=\"width:7.2344%\">1st</td>\n<td style=\"width:7.36052%\">+2</td>\n<td style=\"width:6.54546%\">1d4</td>\n<td style=\"width:5.51872%\">—</td>\n<td style=\"width:9.88235%\">—</td>\n<td style=\"width:62.246%\">@Compendium[5e-content.all-class-features.LGLTuugICZYVLZ3B]{Unarmored Defense}, @Compendium[5e-content.all-class-features.UISbkE82whEXoFP5]{Martial Arts}</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">2nd</td>\n<td style=\"width:7.36052%\">+2</td>\n<td style=\"width:6.54546%\">1d4</td>\n<td style=\"width:5.51872%\">2</td>\n<td style=\"width:9.88235%\">+10 ft.</td>\n<td style=\"width:62.246%\">@Compendium[5e-content.all-class-features.vt2i1YO4GYyVqA3y]{Ki}, @Compendium[5e-content.all-class-features.rP2U64M6AWY3vLVC]{Unarmored Movement}, @Compendium[5e-content.all-class-features.rGO3KV6l07iTAGzv]{Dedicated Weapon}</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">3rd</td>\n<td style=\"width:7.36052%\">+2</td>\n<td style=\"width:6.54546%\">1d4</td>\n<td style=\"width:5.51872%\">3</td>\n<td style=\"width:9.88235%\">+10 ft.</td>\n<td style=\"width:62.246%\">@Compendium[5e-content.all-class-features.tUIIRN5rkFx3bsU9]{Monastic Tradition}, @Compendium[5e-content.all-class-features.DvBovKXGlQI3Grn5]{Deflect Missiles}</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">4th</td>\n<td style=\"width:7.36052%\">+2</td>\n<td style=\"width:6.54546%\">1d4</td>\n<td style=\"width:5.51872%\">4</td>\n<td style=\"width:9.88235%\">+10 ft.</td>\n<td style=\"width:62.246%\">@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}, @Compendium[5e-content.all-class-features.RTQGDLxw4De6D54Q]{Slow Fall}, @Compendium[5e-content.all-class-features.VMOE26Lfo1xZ0lcT]{Quickened Healing}</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">5th</td>\n<td style=\"width:7.36052%\">+3</td>\n<td style=\"width:6.54546%\">1d6</td>\n<td style=\"width:5.51872%\">5</td>\n<td style=\"width:9.88235%\">+10 ft.</td>\n<td style=\"width:62.246%\">@Compendium[5e-content.all-class-features.9QguiS0D56poPr2E]{Extra Attack}, @Compendium[5e-content.all-class-features.zvMl3Wt9JUK1bRLz]{Stunning Strike}, @Compendium[5e-content.all-class-features.BgtkrS4nicQCFNDx]{Focused Aim}</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">6th</td>\n<td style=\"width:7.36052%\">+3</td>\n<td style=\"width:6.54546%\">1d6</td>\n<td style=\"width:5.51872%\">6</td>\n<td style=\"width:9.88235%\">+15 ft.</td>\n<td style=\"width:62.246%\">\n<p>@Compendium[5e-content.all-class-features.gONB6TJrX9JG0erJ]{Ki-Empowered Strikes}, Monastic Tradition feature</p>\n</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">7th</td>\n<td style=\"width:7.36052%\">+3</td>\n<td style=\"width:6.54546%\">1d6</td>\n<td style=\"width:5.51872%\">7</td>\n<td style=\"width:9.88235%\">+15 ft.</td>\n<td style=\"width:62.246%\">@Compendium[5e-content.all-class-features.2sGOYNUI7UJpaxzR]{Evasion}, @Compendium[5e-content.all-class-features.KQxypdf6dzzGDhMg]{Stillness of Mind}</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">8th</td>\n<td style=\"width:7.36052%\">+3</td>\n<td style=\"width:6.54546%\">1d6</td>\n<td style=\"width:5.51872%\">8</td>\n<td style=\"width:9.88235%\">+15 ft.</td>\n<td style=\"width:62.246%\">@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">9th</td>\n<td style=\"width:7.36052%\">+4</td>\n<td style=\"width:6.54546%\">1d6</td>\n<td style=\"width:5.51872%\">9</td>\n<td style=\"width:9.88235%\">+15 ft.</td>\n<td style=\"width:62.246%\">Unarmored Movement improvement</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">10th</td>\n<td style=\"width:7.36052%\">+4</td>\n<td style=\"width:6.54546%\">1d6</td>\n<td style=\"width:5.51872%\">10</td>\n<td style=\"width:9.88235%\">+20 ft.</td>\n<td style=\"width:62.246%\">@Compendium[5e-content.all-class-features.OXhc4CvQsuGQWBBn]{Purity of Body}</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">11th</td>\n<td style=\"width:7.36052%\">+4</td>\n<td style=\"width:6.54546%\">1d8</td>\n<td style=\"width:5.51872%\">11</td>\n<td style=\"width:9.88235%\">+20 ft.</td>\n<td style=\"width:62.246%\">Monastic Tradition feature</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">12th</td>\n<td style=\"width:7.36052%\">+4</td>\n<td style=\"width:6.54546%\">1d8</td>\n<td style=\"width:5.51872%\">12</td>\n<td style=\"width:9.88235%\">+20 ft.</td>\n<td style=\"width:62.246%\">@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">13th</td>\n<td style=\"width:7.36052%\">+5</td>\n<td style=\"width:6.54546%\">1d8</td>\n<td style=\"width:5.51872%\">13</td>\n<td style=\"width:9.88235%\">+20 ft.</td>\n<td style=\"width:62.246%\">@Compendium[5e-content.all-class-features.74LsrHScg7wygBro]{Tongue of the Sun and Moon}</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">14th</td>\n<td style=\"width:7.36052%\">+5</td>\n<td style=\"width:6.54546%\">1d8</td>\n<td style=\"width:5.51872%\">14</td>\n<td style=\"width:9.88235%\">+25 ft.</td>\n<td style=\"width:62.246%\">@Compendium[5e-content.all-class-features.2B43grzq6HyKT9WG]{Diamond Soul}</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">15th</td>\n<td style=\"width:7.36052%\">+5</td>\n<td style=\"width:6.54546%\">1d8</td>\n<td style=\"width:5.51872%\">15</td>\n<td style=\"width:9.88235%\">+25 ft.</td>\n<td style=\"width:62.246%\">@Compendium[5e-content.all-class-features.fRCiQOLBlx5zizDZ]{Timeless Body}</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">16th</td>\n<td style=\"width:7.36052%\">+5</td>\n<td style=\"width:6.54546%\">1d8</td>\n<td style=\"width:5.51872%\">16</td>\n<td style=\"width:9.88235%\">+25 ft.</td>\n<td style=\"width:62.246%\">@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">17th</td>\n<td style=\"width:7.36052%\">+6</td>\n<td style=\"width:6.54546%\">1d10</td>\n<td style=\"width:5.51872%\">17</td>\n<td style=\"width:9.88235%\">+25 ft.</td>\n<td style=\"width:62.246%\">Monastic Tradition feature</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">18th</td>\n<td style=\"width:7.36052%\">+6</td>\n<td style=\"width:6.54546%\">1d10</td>\n<td style=\"width:5.51872%\">18</td>\n<td style=\"width:9.88235%\">+30 ft.</td>\n<td style=\"width:62.246%\">@Compendium[5e-content.all-class-features.vXXt6Ocek87W0qab]{Empty Body}</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">19th</td>\n<td style=\"width:7.36052%\">+6</td>\n<td style=\"width:6.54546%\">1d10</td>\n<td style=\"width:5.51872%\">19</td>\n<td style=\"width:9.88235%\">+30 ft.</td>\n<td style=\"width:62.246%\">@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td style=\"width:7.2344%\">20th</td>\n<td style=\"width:7.36052%\">+6</td>\n<td style=\"width:6.54546%\">1d10</td>\n<td style=\"width:5.51872%\">20</td>\n<td style=\"width:9.88235%\">+30 ft.</td>\n<td style=\"width:62.246%\">@Compendium[5e-content.all-class-features.f4ZUNigRkIReR84Q]{Perfect Self}</td>\n</tr>\n</tbody>\n</table>","chat":"","unidentified":""},"source":"","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"saves":["str","dex"],"skills":{"number":2,"choices":["acr","ath","his","ins","rel","ste"],"value":[]},"spellcasting":{"progression":"none","ability":""},"damage":{"parts":[]},"critical":{"threshold":null,"damage":null}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classes.6VoZrWxhOEKGYhnq"}}}
{"name":"Wizard","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"<p>As a wizard, you gain the following class features.</p>\n<h3>Hit Points</h3>\n<p><strong>Hit Dice:</strong> 1d6 per wizard level<br /><strong>Hit Points at 1st Level:</strong> 6 + your Constitution modifier<br /><strong>Hit Points at Higher Levels:</strong> 1d6 (or 4) + your Constitution modifier per wizard level after 1st</p>\n<h3>Proficiencies</h3>\n<p><strong>Armor:</strong> None<br /><strong>Weapons:</strong> Daggers, darts, slings, quarterstaffs, light crossbows<br /><strong>Tools:</strong> None<br /><strong>Saving Throws:</strong> Intelligence, Wisdom<br /><strong>Skills:</strong> Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion</p>\n<h3>Equipment</h3>\n<p>You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li>(a) a quarterstaff or (b) a dagger</li>\n<li>(a) a component pouch or (b) an arcane focus</li>\n<li>(a) a scholar's pack or (b) an explorer's pack</li>\n<li>A spellbook</li>\n</ul>\n<h1>Wizard Advancement</h1>\n<table>\n<thead>\n<tr>\n<td>Level</td>\n<td>Proficiency Bonus</td>\n<td>Features</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1st</td>\n<td>+2</td>\n<td>@Compendium[5e-content.all-class-features.VrSu4Qpw1eLvy2ZD]{Spellcasting}, @Compendium[5e-content.all-class-features.tSkpzzrx1JJzfa8w]{Arcane Recovery}</td>\n</tr>\n<tr>\n<td>2nd</td>\n<td>+2</td>\n<td>{Arcane Tradition}</td>\n</tr>\n<tr>\n<td>3rd</td>\n<td>+2</td>\n<td>2nd Level Spell Slot, @Compendium[5e-content.all-class-features.vAEASJAIFwZCE1jQ]{Cantrip Formulas}</td>\n</tr>\n<tr>\n<td>4th</td>\n<td>+2</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>+3</td>\n<td>3rd Level Spell Slot</td>\n</tr>\n<tr>\n<td>6th</td>\n<td>+3</td>\n<td>Arcane Tradition feature</td>\n</tr>\n<tr>\n<td>7th</td>\n<td>+3</td>\n<td>4th Level Spell Slot</td>\n</tr>\n<tr>\n<td>8th</td>\n<td>+3</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>9th</td>\n<td>+4</td>\n<td>5th Level Spell Slot</td>\n</tr>\n<tr>\n<td>10th</td>\n<td>+4</td>\n<td>Arcane Tradition feature</td>\n</tr>\n<tr>\n<td>11th</td>\n<td>+4</td>\n<td>6 Level Spell Slot</td>\n</tr>\n<tr>\n<td>12th</td>\n<td>+4</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>13th</td>\n<td>+5</td>\n<td>7th Level Spell Slot</td>\n</tr>\n<tr>\n<td>14th</td>\n<td>+5</td>\n<td>Arcane Tradition feature</td>\n</tr>\n<tr>\n<td>15th</td>\n<td>+5</td>\n<td>8th Level Spell Slot</td>\n</tr>\n<tr>\n<td>16th</td>\n<td>+5</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>17th</td>\n<td>+6</td>\n<td>9 Level Spell Slot</td>\n</tr>\n<tr>\n<td>18th</td>\n<td>+6</td>\n<td>@Compendium[5e-content.all-class-features.D3RoNFalzWgKZpJN]{Spell Mastery}</td>\n</tr>\n<tr>\n<td>19th</td>\n<td>+6</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>20th</td>\n<td>+6</td>\n<td>\n<p>@Compendium[5e-content.all-class-features.uNFPmfvbdGYxL2IZ]{Signature Spells (First Spell)}</p>\n<p>@Compendium[5e-content.all-class-features.Wj0FAPn9X9yDcPin]{Signature Spells (Second Spell)}</p>\n</td>\n</tr>\n</tbody>\n</table>\n<h3>Your Spellbook</h3>\n<p>The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.</p>\n<p><em><strong>Copying a Spell into the Book.</strong></em> When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.</p>\n<p>Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.</p>\n<p>For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.</p>\n<p><em><strong>Replacing the Book.</strong></em> You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.</p>\n<p>If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.</p>\n<p><em><strong>The Book's Appearance.</strong></em> Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.</p>","chat":"","unidentified":""},"source":"","levels":1,"subclass":"","hitDice":"d6","hitDiceUsed":0,"saves":["int","wis"],"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"int"},"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classes.wZK2Q0rXB0AQo8h3"}},"_id":"sDL4KuZomb2SarjE"}
{"_id":"sDL4KuZomb2SarjE","name":"Wizard","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"<p>As a wizard, you gain the following class features.</p>\n<h3>Hit Points</h3>\n<p><strong>Hit Dice:</strong> 1d6 per wizard level<br /><strong>Hit Points at 1st Level:</strong> 6 + your Constitution modifier<br /><strong>Hit Points at Higher Levels:</strong> 1d6 (or 4) + your Constitution modifier per wizard level after 1st</p>\n<h3>Proficiencies</h3>\n<p><strong>Armor:</strong> None<br /><strong>Weapons:</strong> Daggers, darts, slings, quarterstaffs, light crossbows<br /><strong>Tools:</strong> None<br /><strong>Saving Throws:</strong> Intelligence, Wisdom<br /><strong>Skills:</strong> Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion</p>\n<h3>Equipment</h3>\n<p>You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li>(a) a quarterstaff or (b) a dagger</li>\n<li>(a) a component pouch or (b) an arcane focus</li>\n<li>(a) a scholar's pack or (b) an explorer's pack</li>\n<li>A spellbook</li>\n</ul>\n<h1>Wizard Advancement</h1>\n<table>\n<thead>\n<tr>\n<td>Level</td>\n<td>Proficiency Bonus</td>\n<td>Features</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1st</td>\n<td>+2</td>\n<td>@Compendium[5e-content.all-class-features.VrSu4Qpw1eLvy2ZD]{Spellcasting}, @Compendium[5e-content.all-class-features.tSkpzzrx1JJzfa8w]{Arcane Recovery}</td>\n</tr>\n<tr>\n<td>2nd</td>\n<td>+2</td>\n<td>@Compendium[5e-content.all-class-features.yH901xzmBIv3LMgp]{Arcane Tradition}</td>\n</tr>\n<tr>\n<td>3rd</td>\n<td>+2</td>\n<td>2nd Level Spell Slot, @Compendium[5e-content.all-class-features.vAEASJAIFwZCE1jQ]{Cantrip Formulas}</td>\n</tr>\n<tr>\n<td>4th</td>\n<td>+2</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>+3</td>\n<td>3rd Level Spell Slot</td>\n</tr>\n<tr>\n<td>6th</td>\n<td>+3</td>\n<td>Arcane Tradition feature</td>\n</tr>\n<tr>\n<td>7th</td>\n<td>+3</td>\n<td>4th Level Spell Slot</td>\n</tr>\n<tr>\n<td>8th</td>\n<td>+3</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>9th</td>\n<td>+4</td>\n<td>5th Level Spell Slot</td>\n</tr>\n<tr>\n<td>10th</td>\n<td>+4</td>\n<td>Arcane Tradition feature</td>\n</tr>\n<tr>\n<td>11th</td>\n<td>+4</td>\n<td>6 Level Spell Slot</td>\n</tr>\n<tr>\n<td>12th</td>\n<td>+4</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>13th</td>\n<td>+5</td>\n<td>7th Level Spell Slot</td>\n</tr>\n<tr>\n<td>14th</td>\n<td>+5</td>\n<td>Arcane Tradition feature</td>\n</tr>\n<tr>\n<td>15th</td>\n<td>+5</td>\n<td>8th Level Spell Slot</td>\n</tr>\n<tr>\n<td>16th</td>\n<td>+5</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>17th</td>\n<td>+6</td>\n<td>9 Level Spell Slot</td>\n</tr>\n<tr>\n<td>18th</td>\n<td>+6</td>\n<td>@Compendium[5e-content.all-class-features.D3RoNFalzWgKZpJN]{Spell Mastery}</td>\n</tr>\n<tr>\n<td>19th</td>\n<td>+6</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>20th</td>\n<td>+6</td>\n<td>\n<p>@Compendium[5e-content.all-class-features.uNFPmfvbdGYxL2IZ]{Signature Spells (First Spell)}</p>\n<p>@Compendium[5e-content.all-class-features.Wj0FAPn9X9yDcPin]{Signature Spells (Second Spell)}</p>\n</td>\n</tr>\n</tbody>\n</table>\n<h3>Your Spellbook</h3>\n<p>The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.</p>\n<p><em><strong>Copying a Spell into the Book.</strong></em> When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.</p>\n<p>Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.</p>\n<p>For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.</p>\n<p><em><strong>Replacing the Book.</strong></em> You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.</p>\n<p>If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.</p>\n<p><em><strong>The Book's Appearance.</strong></em> Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.</p>","chat":"","unidentified":""},"source":"","levels":1,"subclass":"","hitDice":"d6","hitDiceUsed":0,"saves":["int","wis"],"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"int"},"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classes.wZK2Q0rXB0AQo8h3"}}}
{"_id":"sDL4KuZomb2SarjE","name":"Wizard","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"<p>As a wizard, you gain the following class features.</p>\n<h3>Hit Points</h3>\n<p><strong>Hit Dice:</strong> 1d6 per wizard level<br /><strong>Hit Points at 1st Level:</strong> 6 + your Constitution modifier<br /><strong>Hit Points at Higher Levels:</strong> 1d6 (or 4) + your Constitution modifier per wizard level after 1st</p>\n<h3>Proficiencies</h3>\n<p><strong>Armor:</strong> None<br /><strong>Weapons:</strong> Daggers, darts, slings, quarterstaffs, light crossbows<br /><strong>Tools:</strong> None<br /><strong>Saving Throws:</strong> Intelligence, Wisdom<br /><strong>Skills:</strong> Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion</p>\n<h3>Equipment</h3>\n<p>You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li>(a) a quarterstaff or (b) a dagger</li>\n<li>(a) a component pouch or (b) an arcane focus</li>\n<li>(a) a scholar's pack or (b) an explorer's pack</li>\n<li>A spellbook</li>\n</ul>\n<h1>Wizard Advancement</h1>\n<table>\n<thead>\n<tr>\n<td>Level</td>\n<td>Proficiency Bonus</td>\n<td>Features</td>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1st</td>\n<td>+2</td>\n<td>@Compendium[5e-content.all-class-features.VrSu4Qpw1eLvy2ZD]{Spellcasting}, @Compendium[5e-content.all-class-features.tSkpzzrx1JJzfa8w]{Arcane Recovery}</td>\n</tr>\n<tr>\n<td>2nd</td>\n<td>+2</td>\n<td>@Compendium[5e-content.all-class-features.yH901xzmBIv3LMgp]{Arcane Tradition}</td>\n</tr>\n<tr>\n<td>3rd</td>\n<td>+2</td>\n<td>2nd Level Spell Slot, @Compendium[5e-content.all-class-features.vAEASJAIFwZCE1jQ]{Cantrip Formulas}</td>\n</tr>\n<tr>\n<td>4th</td>\n<td>+2</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>+3</td>\n<td>3rd Level Spell Slot</td>\n</tr>\n<tr>\n<td>6th</td>\n<td>+3</td>\n<td>Arcane Tradition feature</td>\n</tr>\n<tr>\n<td>7th</td>\n<td>+3</td>\n<td>4th Level Spell Slot</td>\n</tr>\n<tr>\n<td>8th</td>\n<td>+3</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>9th</td>\n<td>+4</td>\n<td>5th Level Spell Slot</td>\n</tr>\n<tr>\n<td>10th</td>\n<td>+4</td>\n<td>Arcane Tradition feature</td>\n</tr>\n<tr>\n<td>11th</td>\n<td>+4</td>\n<td>6 Level Spell Slot</td>\n</tr>\n<tr>\n<td>12th</td>\n<td>+4</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>13th</td>\n<td>+5</td>\n<td>7th Level Spell Slot</td>\n</tr>\n<tr>\n<td>14th</td>\n<td>+5</td>\n<td>Arcane Tradition feature</td>\n</tr>\n<tr>\n<td>15th</td>\n<td>+5</td>\n<td>8th Level Spell Slot</td>\n</tr>\n<tr>\n<td>16th</td>\n<td>+5</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>17th</td>\n<td>+6</td>\n<td>9 Level Spell Slot</td>\n</tr>\n<tr>\n<td>18th</td>\n<td>+6</td>\n<td>@Compendium[5e-content.all-class-features.D3RoNFalzWgKZpJN]{Spell Mastery}</td>\n</tr>\n<tr>\n<td>19th</td>\n<td>+6</td>\n<td>@Compendium[5e-content.all-class-features.VMQScihAfI3swwrp]{Ability Score Improvement}</td>\n</tr>\n<tr>\n<td>20th</td>\n<td>+6</td>\n<td>\n<p>@Compendium[5e-content.all-class-features.uNFPmfvbdGYxL2IZ]{Signature Spells (First Spell)}</p>\n<p>@Compendium[5e-content.all-class-features.Wj0FAPn9X9yDcPin]{Signature Spells (Second Spell)}</p>\n</td>\n</tr>\n</tbody>\n</table>\n<h3>Your Spellbook</h3>\n<p>The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.</p>\n<p><em><strong>Copying a Spell into the Book.</strong></em> When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.</p>\n<p>Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.</p>\n<p>For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.</p>\n<p><em><strong>Replacing the Book.</strong></em> You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.</p>\n<p>If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.</p>\n<p><em><strong>The Book's Appearance.</strong></em> Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.</p>","chat":"","unidentified":""},"source":"","levels":1,"subclass":"","hitDice":"d6","hitDiceUsed":0,"saves":["int","wis"],"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"spellcasting":{"progression":"full","ability":"int"},"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.classes.wZK2Q0rXB0AQo8h3"}}}
......@@ -10,6 +10,7 @@
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{"_id":"7q7lUjQE4e5RRY84","name":"Draconic Bloodline","type":"feat","img":"icons/creatures/reptiles/dragon-horned-blue.webp","data":{"description":{"value":"<p>Features:</p>\n<p>1st: @Compendium[5e-content.all-class-features.vzj4dfyuHjvd2MRz]{Dragon Ancestor}, @Compendium[5e-content.all-class-features.z1oJS4HtoXBsUlqv]{Draconic Resilience}</p>\n<p>6th: @Compendium[5e-content.all-class-features.pfi0qdW5vEVAUmCr]{Elemental Affinity}</p>\n<p>14th: @Compendium[5e-content.all-class-features.um31gFieIji4Iw6O]{Dragon Wings}</p>\n<p>18th: @Compendium[5e-content.all-class-features.zwqETmG3Un2jpic5]{Draconic Presence}</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"Sorcerer 1","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.eaAOz9XxxCbrLrml"}}}
{"_id":"81da60DDUhnvUfCf","name":"Way of the Long Death","type":"feat","img":"icons/commodities/bones/skull-hollow-orange.webp","data":{"description":{"value":"<h4 id=\"ArcaneArcherFeatures\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Way of the Long Death Features</h4>\n<p>3rd level: @Compendium[5e-content.all-class-features.vxHPAQoFBFoEFIgJ]{Touch of Death}</p>\n<p>6th level: @Compendium[5e-content.all-class-features.J8ikbGYcU2uXPqAl]{Hour of Reaping}</p>\n<p>11th level: @Compendium[5e-content.all-class-features.zZrq9rTOGOZYAC0r]{Mastery of Death}</p>\n<p>17th level: @Compendium[5e-content.all-class-features.9AMGYMh15JmRkDVG]{Touch of the Long Death}</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.tytKKyg07SgNSAbv"}}}
{"name":"Order of Scribes","type":"feat","img":"icons/tools/scribal/ink-quill-pink.webp","data":{"description":{"value":"<p>Features:</p>\n<p>2nd Level: @Compendium[5e-content.all-class-features.b4qblEUPlZBKJXBN]{Wizardly Quill}, @Compendium[5e-content.all-class-features.PwdGPkJC7n9K2qlm]{Awakened Spellbook}</p>\n<p>6th Level: @Compendium[5e-content.all-class-features.UNqUuH5mIRrxvcM3]{Manifest Mind}</p>\n<p>10th Level: @Compendium[5e-content.all-class-features.GlTLnpFcGSVHc0CY]{Master Scrivener}</p>\n<p>14th Level: @Compendium[5e-content.all-class-features.X8D13vUU6bGSZem4]{One with the Word}</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.syhBy2i31OsYMmq2"}},"_id":"8RcvLd2Sd4FgAHjM"}
{"_id":"8UoaXGYnpu5PpM3r","name":"College of Glamour","type":"feat","img":"icons/sundries/books/book-embossed-jewel-gold-purple.webp","data":{"description":{"value":"<p>3rd Level: @Compendium[5e-content.all-class-features.M9MBpA7CO1kVXqSS]{Mantle of Inspiration}, @Compendium[5e-content.all-class-features.pgBUHEd3dnpxVH5s]{Enthralling Performance}</p>\n<p>6th Level: @Compendium[5e-content.all-class-features.Xi1wX2UI5r69OOO0]{Mantle of Majesty}</p>\n<p>14th Level: @Compendium[5e-content.all-class-features.wfkmdAVRmm21I3X8]{Unbreakable Majesty}</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xh2d7KZPCRuncEWz":3},"flags":{"core":{"sourceId":"Item.5tk3JynBKkCsFZLQ"}}}
{"_id":"8bkSJ1J2f8GLToCC","name":"Way of the Four Elements","type":"feat","img":"icons/magic/symbols/elements-air-earth-fire-water.webp","data":{"description":{"value":"<h4 id=\"ArcaneArcherFeatures\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Way of the Four Elements Features</h4>\n<p>The Features of this class are universally considered to be terrible. if you like the flavour of this subclass we can find a homebrew option.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.sczp2x14p0WI6972"}}}
{"name":"Mastermind","type":"feat","img":"icons/sundries/documents/document-symbol-circle-brown.webp","data":{"description":{"value":"<p>Features:</p>\n<p>3rd Level: @Compendium[5e-content.all-class-features.f1F6PH2vkhahkvX4]{Master of Intrigue}, @Compendium[5e-content.all-class-features.18yWdvjrMLkISFOD]{Master of Tactics}</p>\n<p>9th Level: @Compendium[5e-content.all-class-features.owRVcQT4SDWcMHyj]{Insightful Manipulator}</p>\n<p>13th Level: @Compendium[5e-content.all-class-features.Pir8GuWdQgJCDqzt]{Misdirection}</p>\n<p>17th Level: @Compendium[5e-content.all-class-features.n2mhCditkMhd86AW]{Soul of Deceit}</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"Item.Dpqr1xQCzZABkSFw"}},"_id":"AIxJgpxVRaDDpMyf"}
......@@ -100,4 +101,3 @@
{"_id":"z6PHVnfQMZYLIC3R","name":"Circle of Dreams","type":"feat","img":"icons/magic/light/orb-container-orange.webp","data":{"description":{"value":"<h3 style=\"box-sizing:border-box;user-select:text;color:#191813\">Circle of Dreams Features</h3>\n<p>2nd Level: @Compendium[5e-content.all-class-features.Ceb5BSL72XJfgUvV]{Balm of the Summer Court}</p>\n<p>6th level: @Compendium[5e-content.all-class-features.kEpr7WJStCC2MuVy]{Hearth of Moonlight and Shadow}</p>\n<p>10th level: @Compendium[5e-content.all-class-features.YiVArqVOovQNDWqg]{Hidden Paths}</p>\n<p>14th level: @Compendium[5e-content.all-class-features.aW3UimtTVCpxoshY]{Walker in Dreams}</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"qKAAaZ61TFGokRMU":3},"flags":{"core":{"sourceId":"Item.SMt5YC8Y65gpr9vp"}}}
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