{"Player Handbook" {:orcpub.dnd.e5/feats {:dual-wielder {:description "You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.\nYou can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.\nYou can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.", :prereqs #{}, :key :dual-wielder, :name "Dual Wielder", :option-pack "Player Handbook", :ability-increases #{}, :props {:two-weapon-any-one-handed true, :two-weapon-ac-1 true}}}}, "Dungeon Masters Guide (arandomstringofnum#2919)" {:orcpub.dnd.e5/subraces {:eladrin {:race :elf, :traits [{:name "Fey Step", :description "Once per short or long rest you can cast Misty Step."}], :option-pack "Dungeon Master's Guide", :name "Eladrin", :abilities {:orcpub.dnd.e5.character/int 1}, :props {:weapon-prof {:longsword true, :shortsword true, :shortbow true, :longbow true}}, :key :eladrin, :spells [{:value {:level 2, :key :misty-step, :ability :int}}]}}}, "PH BG" {:orcpub.dnd.e5/backgrounds {:noble {:traits [{:summary "Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.", :name "Position of Privilege"}], :option-pack "PH BG", :name "Noble", :profs {:skill {:history true, :persuasion true}, :tool-options {:gaming-set 1}, :language-options {:choose 1, :options {:any true}}}, :treasure {:gp 25}, :equipment {:clothes-fine 1, :signet-ring 1}, :key :noble}, :guild-artisan {:traits [{:summary "As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.\n\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. ", :name "Guild Membership"}], :option-pack "PH BG", :name "Guild Artisan", :profs {:skill {:insight true, :persuasion true}, :tool-options {:artisans-tool 1}, :language-options {:choose 1, :options {:any true}}}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :equipment {:clothes-traveler-s 1}, :treasure {:gp 15}, :key :guild-artisan}, :outlander {:traits [{:name "Wanderer", :summary "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. "}], :option-pack "PH BG", :name "Outlander", :profs {:skill {:athletics true, :survival true}, :tool-options {:musical-instrument 1}, :language-options {:choose 1, :options {:any true}}}, :equipment {:hunting-trap 1, :clothes-traveler-s 1}, :treasure {:gp 10}, :key :outlander}, :urchin {:traits [{:summary "You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. ", :name "City Secrets"}], :option-pack "PH BG", :name "Urchin", :profs {:skill {:sleight-of-hand true, :stealth true}, :tool {:disguise-kit true, :thieves-tools true}}, :equipment {:knife-small 1, :clothes-common 1}, :treasure {:gp 10}, :key :urchin}, :entertainer {:traits [], :option-pack "PH BG", :name "Entertainer", :profs {:skill {:acrobatics true, :performance true}, :tool {:disguise-kit true}, :tool-options {:musical-instrument 1}}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :equipment {:clothes-costume 1}, :treasure {:gp 15}, :key :entertainer}, :sage {:traits [{:summary "When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. ", :name "Researcher"}], :option-pack "PH BG", :name "Sage", :profs {:skill {:arcana true, :history true}, :language-options {:choose 2, :options {:any true}}}, :equipment {:ink 1, :knife-small 1, :clothes-common 1}, :treasure {:gp 10}, :key :sage}, :folk-hero {:traits [{:name "Rustic Hospitality", :summary "Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. "}], :option-pack "PH BG", :profs {:skill {:animal-handling true, :survival true}, :tool-options {:artisans-tool 1}, :tool {:land-vehicles true}}, :name "Folk Hero", :equipment {:clothes-common 1, :shovel 1, :pot-iron 1}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :treasure {:gp 10}, :key :folk-hero}, :sailor {:traits [{:summary "When you need to. you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. ", :name "Ship's Passage"}], :option-pack "PH BG", :name "Sailor", :profs {:skill {:athletics true, :perception true}, :tool {:navigators-tools true, :water-vehicles true}}, :equipment {:rope-silk 1, :clothes-common 1}, :treasure {:gp 10}, :key :sailor}, :hermit {:traits [{:name "Discovery", :summary "The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign."}], :option-pack "PH BG", :name "Hermit", :profs {:skill {:medicine true, :religion true}, :language-options {:choose 1, :options {:any true}}, :tool {:herbalism-kit true}}, :equipment {:herbalism-kit 1, :clothes-common 1, :case-map-or-scroll 1, :blanket 1}, :treasure {:gp 5}, :key :hermit}, :soldier {:traits [{:name "Military Rank", :summary "You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. "}], :option-pack "PH BG", :name "Soldier", :profs {:skill {:athletics true, :intimidation true}, :tool-options {:gaming-set 1}, :tool {:land-vehicles true}}, :treasure {:gp 10}, :equipment {:clothes-common 1}, :key :soldier}, :charlatan {:traits [], :name "Charlatan", :option-pack "PH BG", :profs {:skill {:deception true, :sleight-of-hand true}, :tool {:disguise-kit true, :forgery-kit true}}, :treasure {:gp 15}, :equipment {:clothes-fine 1, :disguise-kit 1}, :key :charlatan}, :criminal {:traits [], :option-pack "PH BG", :name "Criminal", :profs {:skill {:deception true, :stealth true}, :tool {:thieves-tools true}, :tool-options {:gaming-set 1}}, :equipment {:clothes-common 1, :crowbar 1}, :treasure {:gp 15}, :key :criminal}, :knight {:traits [{:summary "If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. ", :name "Retainers"}], :option-pack "PH BG", :name "Knight", :profs {:skill {:history true, :persuasion true}, :language-options {:choose 1, :options {:any true}}, :tool-options {:gaming-set 1}}, :equipment {:clothes-fine 1, :signet-ring 1}, :treasure {:gp 25}, :key :knight}}}, "The (Not Really) Complete Tome of Spells" {:orcpub.dnd.e5/spells {:alter-instrument {:description "You may transform one musical instrument into another one of similar size (up to 50% larger or smaller) with which you are familiar; you don’t need to be proficient in its use, however. The instrument remains in this shape for as long as you are touching it. If you put it down for more than 1 minute, it reverts to its normal shape. It also reverts back if someone else attempts to play it.\n\nThe spell’s duration increases to 1 hour when you reach 5th level and 8 hours when you reach 11th level.\n\nYou can instead use this spell to perfectly tune an instrument you touch. This effect lasts until it naturally falls out of tune again.", :key :alter-instrument, :school "transmutation", :name "Alter Instrument", :duration "10 minutes", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :blessings-of-courage-and-life {:description "One ally you can see within range has advantage on saving throws against being charmed, frightened, or stunned, and on death checks for the duration. Optionally, you can use a bonus action to end early, creating a burst of energy that causes the target to regain 2d8 hit points.", :key :blessings-of-courage-and-life, :school "abjuration", :name "Blessings of Courage and Life", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 ft."}, :black-blade-of-disaster {:description "You create a magical, weightless, black blade-shaped planer rift about 3 feet long. When you create the blade and as a bonus action on subsequent turns, you may direct it to strike any creature that you can see within its range, using your spell attack modifier and with advantage on the roll.\n\nA creature hit by the blade must make a Constitution saving throw. The creature takes 15d10 force damage on a failed saving throw, or half as much on a successful one. The blade can pass through any magical barrier, save an antimagic field. The blade cannot be harmed by physical attacks, but dispel magic and antimagic effects can affect it.", :key :black-blade-of-disaster, :school "conjuration", :name "Black Blade of Disaster", :duration "Concentration, up to 1 minute", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :alpha-s-rolling-thunder {:description "You throw your hands skyward and a tremendous clap of thunder sounds directly overhead. All creatures within 30 feet of you must make a Constitution saving throw. A creature takes 5d6 thunder damage and is knocked prone on a failed saving throw, or half as much damage and is not knocked prone on a successful one. In addition, regardless of the saving throw, a creature is deafened until the end of its next turn.", :key :alpha-s-rolling-thunder, :school "evocation", :name "Alpha’s Rolling Thunder", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (30-foot radius circle)"}, :ancestral-blessing {:description "You call upon your ancestor spirits for advice or protection. You may ask it to do one of the following:\n\nOracle. You ask the spirit one question, which it answers to the best of its ability. It will not lie to you, but it may not know the answer.\n\nBlessing. The spirit blesses you. For the next 24 hours, you have advantage on one saving throw of your choice.\n\nGuardianship. The spirit will guard your home or workspace. It will alert you instantly if there are any intruders, no matter where you are (as long as you are on the same plane), but it cannot fight or otherwise interfere. You may specify individuals or types of creatures that are allowed entry. It will remain for one month before departing.", :key :ancestral-blessing, :school "necromancy", :name "Ancestral Blessing", :duration "Special", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a dozen grains of any cereal or grain and a thimble filled with wine", :verbal true, :somatic true, :material true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid true, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :burst-of-nettles {:description "You cause a patch of stinging nettles to immediately grow in a 10-foot radius at any point you choose within range, then fill with acid. At the beginning of your next turn, the nettles burst and all creatures in that area must make a Dexterity saving throw. A creature takes 4d6 acid damage on a failed saving throw, or half as much on a successful one.\n\nA creature that failed its saving throw takes an additional 1d6 acid damage at the start of each of its next two rounds; a creature that made its save doesn’t.", :key :burst-of-nettles, :school "conjuration", :name "Burst of Nettles", :duration "1 round", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :blessed-abundance {:description "You hold up to ten mounds of inanimate, nonliving animal or vegetable matter in one hand, and it’s duplicated, an identical amount of the same material appearing in your other hand or on the ground in an unoccupied space that you can see within 10 feet of you. Magical items, ores and minerals, and living creatures cannot be affected by this spell.\n\nAt Higher Levels. When you cast this spell with a slot of 5th level or higher, you double the amount you create for each slot level above 4th (up to 20 pounds with a 5th-level slot, up to 40 pounds with a 6th-level slot, up to 80 pounds with a 7th-level slot, up to 160 pounds with an 8th-level slot, and up to 320 pounds with a 9th-level slot.", :key :blessed-abundance, :school "conjuration", :name "Blessed Abundance", :duration "Permanent", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :beanstalk {:description "You plant a few beans in the ground and a huge beanstalk erupts from the ground. It grows at a rate of 50 feet per round, to a maximum height of 400 feet. It is easy to climb (DC 5) and strong enough to support up to 5,000 pounds at a time. After 24 hours, the beanstalk withers and in one hour becomes nothing more than compost.\n\nAt Higher Levels. When you cast this spell with a spell slot of 5th level or higher, the beanstalk grows an additional 200 feet high per slot level above 4th.", :key :beanstalk, :school "conjuration", :name "Beanstalk", :duration "24 hours", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a handful of beans", :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Special"}, :azalldam-s-fabrication {:description "You can fold and manipulate shadows, creating a semi-physical object of Medium size or smaller. These objects, which are dark gray and weightless, are capable of carrying objects, although only half as much as a normal object of that type. If you create a weapon, it can only inflict half as much damage as a normal weapon of that type, although it is considered to be a magical weapon. If you create armor, it acts as medium armor but only grants an AC of 12 + the wearer’s Dexterity modifier. Regardless of the object’s appearance, it has an armor class of 12 and 25 hit points.\n\nIf the object is exposed with bright light or subjected to radiant damage, you must make a concentration check. On a failure, the shadows dissipate and the created object disappears.\n\nAt Higher Levels. The object you create increases in size, armor class, and hit points when you cast it with higher-level spell slots. When you cast this spell with a 5th-level spell slot, you can create a Large object, and your object has AC 14 and 50 hit points. When you cast it with a 7th-level spell slot, you can create a Huge object, and your object has AC 16 and 100 hit points. When you cast it with a 9th-level spell slot, you can create a Gargantuan object, and the object has AC 20 and 200 hit points.", :key :azalldam-s-fabrication, :school "transmutation", :name "Azalldam’s Fabrication", :duration "Concentration, up to 1 hour", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a wooden carving of the item you wish to create", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :ash-storm {:description "A cloud of swirling ash appears in the shape of a cylinder that is 20 feet tall with a 40-foot radius, centered on a point you can see up to 400 feet away. This blocks all sight, including darkvision, and the falling cinders cause the area to become difficult terrain.\n\nIn addition, a creature that ends its turn in the storm must make a Constitution saving throw. On a failure, it spends its next action coughing and choking.", :key :ash-storm, :school "conjuration", :name "Ash Storm", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a pinch of ash", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "400 feet"}, :blast-of-sand {:description "A cone of course sand sprays out from your outstretched palm with punishing force. All creatures within the area must make a Dexterity saving throw. A creature takes 7d6 piercing damage on a failed saving throw, or half as much damage on a successful one. Fragile objects and structures (as per the Dungeon Master’s Guide, Chapter 8: Running the Game) take double damage.", :key :blast-of-sand, :school "conjuration", :name "Blast of Sand", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a pinch of sand", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (30-foot cone)"}, :alpha-s-blue-blaze {:description "You cause blue flames and purple acid to fan forth from your outstretched hand in a 60-foot cone. All creatures in that area must make a Dexterity saving throw. A creature takes 4d8 fire damage and 4d8 acid damage on a failed saving throw, or half as much on a successful one.", :key :alpha-s-blue-blaze, :school "evocation", :name "Alpha’s Blue Blaze", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "Self (60-foot-long cone)"}, :bone-shape {:description "You can mold and shape nonliving, non-animate bone into whatever shape you want, and can even join multiple bones together to form larger objects. The bone cannot be attached to or inside a living creature, although you may shape bones that are inside a corpse that still has flesh on its bones. Nor can the bones be part of a construct or undead creature, although the bones can later be animated.\n\nIf you use this spell on a corpse and then attempt to raise it from the dead, that attempt will fail unless you use true resurrection or wish; the creature will be restored to its original form, however. The shaped corpse can still rise as an undead. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.\n\nThis spell can also be cast on teeth, claws, chitin, cartilage, horn, and antler, and you can use this spell to blend those substances together into a single substance.", :key :bone-shape, :school "transmutation", :name "Bone Shape", :duration "Permanent", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "fresh bone dust"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :ancient-curse {:description "You put a protective curse on an object or place dedicated to your god, such as a shrine, icon, cemetery gate, or so on. If the object is desecrated, then this spell is triggered and a curse is placed on the desecrators. Choose one of the following curses:\n\nBad Luck. The target is haunted by ill luck. It has disadvantage three times per day on rolls that the GM determines are important.\n\nClumsiness. The target is prone to mishaps. A roll of 1-3 on a d20 always fails.\n\nDisease. The target gains a degenerative disease. Every month, one of its attributes is reduced by 1 and its hit point total is reduced by 1d4. A lesser restoration will halt the disease’s progression for a month but won’t cure it.\n\nHaunting. The target is haunted by poltergeist (Monster Manual). If the poltergeist is slain, a new one will appear to haunt the target in one month.\n\nPoverty. The target is cursed with poverty. Within 24 hours of gaining money or goods worth 10 gp or more, half of it will be lost, stolen, or destroyed.\n\nVulnerability. The target is easily injured. All nonmagical attacks made against the target inflict an extra 1d4 damage.\n\nWeakness. Choose one ability score. While cursed, the target’s score is reduced by 1d4 + your spellcasting ability modifier.\n\nThe affects are not instantaneous but develop over the course of months to a year. It may not be immediately obvious to the target that it has been cursed, but eventually the curse will become undeniable.\n\nAt the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect. The curse can also be removed if the target fixes the damage it caused and dedicates itself to serving that god.\nA remove curse spell ends this effect, provided it is cast by an adherent of the same faith. If not, then there is a 50% chance that the remove curse will fail to work.", :key :ancient-curse, :school "abjuration", :name "Ancient Curse", :duration "Permanent", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Touch"}, :aging {:description "A sickly gray bolt of energy shoots out from your outstretched hand towards a creature within range. A creature that doesn’t age or is immortal is immune to this spell. Make a ranged spell attack. On a hit, the target must make a Constitution saving throw. The target takes 6d10 necrotic damage and instantly ages that many years on a failed saving throw, or half as much damage and years on a successful one. In either case, the creature is also knocked unconscious for 1 minute. If the target dies from this damage, it is considered to have died of old age and can only be brought back through a wish.\n\nThe aging is permanent unless reversed with a greater restoration spell. The aging has no game affects unless the DM determines that the target has been pushed into extreme old age. In that case, the creature takes one level of exhaustion, which cannot be removed unless the spell is reversed.", :key :aging, :school "necromancy", :name "Aging", :duration "Instantaneous", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a black opal worth at least 500 gp"}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :animal-transfer {:description "You transfer your mind into the body of a beast, who may make a Charisma saving throw to resist. If it fails, you take over the creature’s body. Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You can use your host body’s physical abilities, but you cannot cast spells while in beast’s body.\n\nWhile you’re in the beast’s bodies, your own body is comatose during this time and the animal’s mind is suppressed. You may use your action to switch back to your own body at any time. This ends the spell.\n\n\n\nIf the animal dies while you are controlling it, your mind instantly returns to your own body. You suffer 3d8 psychic damage and must make a DC 15 Wisdom saving throw. On a failure, you suffer from a form of insanity for an hour where you believe you are that animal and you act accordingly. At the end of that hour and every hour after that, you may make another DC 15 Wisdom saving throw, ending the effect on a success. If you don’t succeed on a saving throw within 24 hours, the insanity becomes permanent.", :key :animal-transfer, :school "necromancy", :name "Animal Transfer", :duration "Concentration, up to 1 hour", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "100 feet"}, :bilocation {:description "You create an identical copy of yourself and all of your clothing and equipment. Your duplicate appears in an empty space within 30 feet of you. This additional body is also you; you exist as both bodies at once. As long as both of you remain on the same plane, your bodies may travel as far away from each other as you like.\n\nEach of your bodies has the same number of hit points that you had before you cast this spell. You gain one additional action each round and you determine which body will perform any particular action. You use both body’s senses with full understanding and have advantage on Wisdom (Perception) checks.\n\nThis spell copies common and uncommon magical items, as long as those items don’t require attunement. If you have items that have limited use, such as ammunition, potions, or wands, then they are copied, but even though both of your bodies have copies of that item, you do not gain additional uses--drinking a potion causes both copies of the potion to be used at once.\n\nWhen the spell ends, you may choose which of your bodies is the “real you.” The other body vanishes and any equipment it was carrying end up on your own body. If one body dies before the spell ends, it then vanishes as detailed above.", :key :bilocation, :school "conjuration", :name "Bilocation", :duration "Concentration, up to 1 hour", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 round", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :barrier-reaver {:description "You can force an opening in one solid, magical barrier within range, including spells such antimagic field, flexible force field (q.v.), prismatic wall, wall of fire, wall of stone, and so on. You automatically open a hole in any barrier created through a spell of 3rd level or lower.\n\nFor a barrier created with a higher-level spell, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, a hole appears. It doesn’t affect non-solid barriers, such as blade barrier or wall of thorns.\n\nUntil the end of your next turn, you and other creatures may walk through the hole, cast spells through it, attack through it, and so on.\n\nAt the end of your next turn, the hole closes, inflicting 2d6 force damage on any creature still in the hole and shunting the creature either inside or outside the wall (50% chance of either).\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically breach a barrier the spell’s level is equal to or less than the level of the spell slot you used.", :key :barrier-reaver, :school "transmutation", :name "Barrier Reaver", :duration "1 round", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a small metal key", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "100 feet"}, :bestow-curse-new-variants- {:level 3, :school "necromancy", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :option-pack "The (Not Really) Complete Tome of Spells", :name "Bestow Curse (New Variants)", :description "These are new variants of the spell bestow curse that appears in the Player’s Handbook. Many of these variants are useful only if you are casting the spell with a 7th-level or higher spell slot.\n\nThe target is in pain. It has disadvantage on all Dexterity skill checks its speed is reduced by 10 feet.\nThe target exudes an aura of antipathy, causing creatures to have hostile feelings towards it. While cursed, the target has disadvantage on Deception and Persuasion skill checks.\nThe creature is either deafened or blinded until the curse ends.\nThe creature gains a deadly touch. Everything it touches takes 1d10 damage of a type of your choice. It cannot turn off or control this ability.\nThe target develops an obviously supernatural and disturbing (and often ironic) physical trait. The creature may grow a pig’s noise, pure black eyes, have its hair turn into worms, smell like sulfur, and so on. While cursed, the target has disadvantage on Deception and Persuasion skill checks.\n\nThe creature becomes insatiably hungry and thirsty. Whenever food or drink is present, the creature must make a Wisdom saving throw or stop whatever it is doing in order to eat or drink.\n\nWhenever the creature encounters a particular substance, it becomes incredibly nauseated. It must make a Constitution saving throw or become incapacitated for 1d6 rounds due to vomiting and dry heaves.", :key :bestow-curse-new-variants-}, :blood-burn {:description "You target one creature you can see within range. Unless that creature succeeds at a Constitution saving throw, its blood begins to boil over the course of a minute.\n\nRound 1. At the beginning of its first turn, the creature begins to feel warm and feverish. It takes 1 level of exhaustion.\n\nRound 2. The creature’s temperature begins to rise to dangerous levels. It takes 1d8 fire damage at the beginning of its turn.\n\nRound 3. The creature’s blood begins to boil. It takes 1d8 fire damage and 1d8 necrotic damage. Anyone who touches the creature’s skin must make a DC 10 Dexterity check or take 1 point of fire damage from the sheer heat the creature is emitting. Anything flammable the creature is holding or touching with bare or lightly-clothed skin will ignite.\n\nRound 4-9. The creature takes an additional 1d8 fire and 1d8 necrotic damage. At the end of each of its turns on rounds 5 and 8, it also takes an additional level of exhaustion.\n\nRound 10. The creature takes an additional 1d8 fire damage.\n\nThe creature may attempt a saving throw at the end of each of its rounds. If successful, it takes no damage or exhaustion that round. If it makes three successful saving throws, the spell ends.\n\nThese successes do not have to be consecutive. If the creature is reduced to 0 hit points due to this spell, it dies and is reduced to cooked chunks of flesh and still-boiling blood. If the creature doesn’t die, its hit point total is reduced by the amount of necrotic damage it took. This reduction lasts until it takes a long rest.\n\nThis spell can be countered by casting dispel magic. Spells that inflict cold damage can be used to counter the fire damage taken, although any damage inflicted that exceeds the fire damage taken will be taken by the victim as well.", :key :blood-burn, :school "necromancy", :name "Blood Burn", :duration "Concentration, up to 1 minute", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a drop of blood and a pinch of sulfur", :verbal true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :bad-medicine {:description "You pick a point within range. All creatures within a 100-foot radius of that point are cursed, unless a Wisdom saving throw is made. Choose one attribute. A creature that fails its save will be permanently at disadvantage on all ability checks, attack rolls, and saving throws using that ability. This spell can also be countered by a remove curse, but each affected creature must be targeted separately. You may also dispel the effect, on all victims or one at a time, at will.", :key :bad-medicine, :school "enchantment", :name "Bad Medicine", :duration "Permanent", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a bundle of indigenous herbs, the claw of an eagle, and the venom of a poisonous snake", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "400 feet"}, :battletide {:description "You gain a +2 bonus to your armor class, one extra attack each round, and advantage on Dexterity saving throws. In addition, all enemy creatures that start their turn within 20 feet of you must make a Wisdom saving throw. If a creature fails, its speed is reduced to half and it takes a -1 penalty to its armor class until the beginning of its next turn.", :key :battletide, :school "transmutation", :name "Battletide", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a piece of human hair as long as your hand", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (20-foot radius)"}, :befoul {:description "You cause up to 10 pounds of organic, non-living matter to rot, go stale, or stagnate, and may cause maggots to spontaneously arise. If you cast this spell on an object that weighs more than 10 pounds, each casting of this cantrip only causes part of it to go bad.", :key :befoul, :school "transmutation", :name "Befoul", :duration "Instantaneous", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :bear-hug {:description "You gain the ability to bear hug a creature up to one size category larger or smaller than you. If you successfully make an unarmed attack, you can grapple that creature (escape DC is equal to your spell save DC). As long as the grapple remains in effect, that target is restrained. At the start of each of your turns, you may constrict, doing bludgeoning damage equal to 2d10 + your Spellcasting ability modifier. While grappling someone, you cannot use your hands or arms for any other purpose.", :key :bear-hug, :school "transmutation", :name "Bear Hug", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a bit of bear fur", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :alpha-s-hunting-hound {:description "You summon a fey spirit that takes the form of a white and red mastiff. It is identical to the mastiff from the Monster Manual, save that it’s Perception skill bonus is +5. It is friendly to you and your companions.\n\nRoll initiative for it, as it has its own turns. It will obey any commands that you issue. If you don’t issue commands to it, it will defend itself from hostile creatures, but otherwise takes no actions. The mastiff disappears when it drops to 0 hit points or when the spell ends.\n\nAt Higher Levels. When you cast this spell with a 2nd-level or higher spell slot, you conjure one additional hound for each slot level above 1st.", :key :alpha-s-hunting-hound, :school "conjuration", :name "Alpha’s Hunting Hound", :duration "Concentration, up to 1 hour", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a piece of meat", :verbal true, :somatic true, :material true}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :blood-of-fire {:description "If you are not at full hit points, you may take your own freshly shed blood and shape it into three missiles, which you may fire at up to three different targets. As the missiles fly through the air, they begin to boil. Make a ranged spell attack to hit for each bolt. If you hit, the target takes 7d6 fire damage. In addition, if you successfully hit your target, all creatures within 5 feet of it must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed saving throw or half as much on a successful one.\n\nAt Higher Levels. When you cast this spell with a 6th-level or higher spell slot, you inflict an additional 1d6 damage to your initial targets for each slot level above 5th.", :key :blood-of-fire, :school "necromancy", :name "Blood of Fire", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "3 drops of your own blood"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "160 feet"}, :arcane-tunnel {:description "You open up a wormhole between your current location and an area that is well known to you and that is no more than 10,000 miles away. If anyone else comes within 5 feet of either opening, that creature may make a Dexterity saving throw or get sucked through and instantly expelled at the other end. You may enter the tunnel (or not) as you wish.\n\nThe arcane tunnel can stay open for as long as 10 minutes, but you can dismiss it as a bonus action.\n\n\n\nYou can create a permanent arcane tunnel if you cast this spell in both locations every day for one year. If you do so, you may specify a triggering circumstance or password that will cause the tunnel to open. This trigger may be as general or detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object.", :key :arcane-tunnel, :school "conjuration", :name "Arcane Tunnel", :duration "Concentration, up to 10 minute.", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a 1-inch length of copper tubing engraved with silver runes", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Up to 1,000 miles"}, :breathable-air {:description "You create a bubble of clean, breathable air in a 30-foot-radius sphere centered on the gemstone that is the material component. The air will continuously renew itself for the duration of the spell. In an open environment, such as out-of-doors or underwater, the air will quickly disperse. You can create a permanent bubble of air by casting this spell in the same location every day for one year.\n\n\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, the bubbles size increases by 10 feet for each spell slot above 3rd. In addition, when you cast this spell with a 5th-level spell slot, the duration increases to 8 hours, and when you cast it with a 7th-level spell slot, the duration increases to 24 hours.\n\nFinally, when you cast this spell with a 6th-level or higher spell slot, the bubble’s outer surface becomes semi-permeable; a creature can move through it but air will not escape if this spell is cast underwater or in a vacuum.", :key :breathable-air, :school "transmutation", :name "Breathable Air", :duration "1 hour", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a gemstone worth at least 50 gp"}, :casting-time "1 round", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :awaken-sin {:description "When cast on an evil creature with an Intelligence of 5 or higher, this spell causes feelings of intense guilt and shame to well up in that creature’s mind. It must make a Wisdom saving throw or take 5d10 psychic damage. If this brings the target to 0 hit points, it is instead reduced to 1 hit point and falls unconscious instead of dying.", :key :awaken-sin, :school "enchantment", :name "Awaken Sin", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :airy-water {:description "You turn the water in a 20-foot bubble around you turns into a frothy substance that can be breathed as easily as air. In addition, movement is easier through airy water--a creature’s swimming speed increases by 10 feet and any Strength (Athletics) checks made in order to swim are made at advantage, and boats traveling in a patch of airy water have their speed increased by 25% (round up to the nearest 5 feet).", :key :airy-water, :school "transmutation", :name "Airy Water", :duration "1 hour", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal false, :somatic true, :material true, :material-component "a handful of salt"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (20-foot-radius sphere)"}, :blistering-invective {:description "You deliver a outburst of vulgarities so vicious that it literally sets your foes on fire. All enemy creatures within range that can understand at least one language must make an Charisma saving throw. On a failure, a creature bursts into flames, taking 4d10 fire damage. In addition, for one minute afterwards, you have advantage on Charisma (Intimidation) ability checks made against those creatures that failed their saving throw. This spell does not affect constructs, plants, and undead.", :key :blistering-invective, :school "evocation", :name "Blistering Invective", :duration "Special", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot radius sphere)"}, :allergy-field {:description "You choose a point within range that you can see and fill it with a 10-foot cube of pollen. When a creature enters that area for the first time or ends its turn there, it must make a Constitution saving throw against poison or suffer a -1 penalty on all attack rolls and skill checks for the next minute due to uncontrollable sneezing and watering eyes. A wind of at least 5 miles per hour will blow the pollen away and end the spell.", :key :allergy-field, :school "transmutation", :name "Allergy Field", :duration "Concentration, up to 1 minute", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a pinch of ragweed", :somatic true, :verbal true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :aalldam-s-waterspray {:description "You create a high-pressure line of water, 50 feet long and 10 feet wide, which gushes out from your hands. All creatures within that area must make a Strength saving throw. A creature takes 4d8 bludgeoning damage and is knocked prone on a failed saving throw, or half as much damage and isn’t knocked prone. If a creature with the Water Susceptibility is in that area, it takes an additional 3d8 damage.\n\nThis spell can also be used to put out fires in a 20-foot cube centered on your target.\n\nAt higher Levels. When you cast this spell with a 4th-level or higher spell slot, you inflict an additional 1d8 damage for each slot level above 3rd.", :key :aalldam-s-waterspray, :school "conjuration", :name "Aalldam’s Waterspray", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a beaker of water"}, :casting-time "1 Action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (50-foot line)"}, :beastmask {:description "You or one willing creature you touch is made to look, feel, sound, and smell exactly like a particular species of aberration, beast, dragon, or monstrosity that has an Intelligence of 4 or lower--but only to other members of that species. Members of that species will treat you as they would normally treat another member of their species: they might ignore you, see you as a rival, pack or herd leader, or even potential mate.\n\nMembers of closely related species are also fooled, provided those creatures have Intelligences of 4 or less. For instance, a dog mask will also fool wolves and death dogs, and a bear mask will also fool giant bears and owlbears.\n\nThis spell does not give you any ability to communicate with animals.", :key :beastmask, :school "illusion", :name "Beastmask", :duration "12 hours", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a wooden mask carved to look like the animal", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :agitate-wounds {:description "You choose one creature that you see within range that is not at full hit points and magically force it to make a Constitution saving throw. On a failure, that creature’s wounds open and bleed profusely and it takes 2d6 damage from blood loss. On each subsequent turn, the creature must make a new saving throw or take damage equal to your spellcasting attribute modifier (minimum 1 point). This effect ends if the creature succeeds at three saving throws (these do not need to be successive) or is treated with healing magic or by nonmagical means, such as with a healer’s kit.", :key :agitate-wounds, :school "necromancy", :name "Agitate Wounds", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a pinch of salt", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :azura-s-soul-whip {:description "You create a shining black line of magical force that lashes out at your command towards a creature in range. Make a melee spell attack against the target.\n\nIf the attack hits, the creature takes 6d10 necrotic damage and if the creature is Large or smaller, you pull it up to 10 feet closer to you, and you receive temporary hit points equal to half the damage inflicted.", :key :azura-s-soul-whip, :school "necromancy", :name "Azura’s Soul Whip", :duration "1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "30 feet"}, :battle-of-wills {:description "You pit your mind and life against another creature’s via a contest of wills. Both you and one target, who must agree to this contest, must make ability checks using your spellcasting ability; the DC is equal to your spell save DC. You may use magic and other aids to increase your chances of success, as may your opponent.\n\nIf you succeed at an ability check, you take 1d6 psychic damage. If you fail, you take 4d6 psychic damage; your opponent does likewise.\n\nThe first of you to win three of these checks wins the contest. The successes and failures do not need to be consecutive. A natural 20 counts as two wins (you only take 1d6 psychic damage in total). The contest’s loser is immediately reduced to 0 hit points.", :key :battle-of-wills, :school "evocation", :name "Battle of Wills", :duration "Instantaneous", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a pair of ivory dice worth 100 gp and a drop of your blood", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :attune-form {:description "Up to three creatures you touch (which can include yourself) will not suffer from psychic dissonance (Dungeon Master’s Guide, Chapter 2: Creating a Multiverse) while on an Outer Plane for the duration.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you may affect two additional creatures per slot level above 3rd.", :key :attune-form, :school "abjuration", :name "Attune Form", :duration "8 hours", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a bit of stone or earth from your home plane", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :bigby-s-force-sculpture {:description "You create a visible plane of shimmering force that you can shape in any form and (translucent) color that you wish. The force sculpture is an object that has AC 15 and hit points equal to your hit point maximum. When you cast the spell and as a bonus action on subsequent turns, you can move the sculpture up to 30 feet. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.", :key :bigby-s-force-sculpture, :school "evocation", :name "Bigby’s Force Sculpture", :duration "Concentration, up to 1 hour", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a lump of clay with diamond dust in it", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "100 feet"}, :blizzard {:description "You create a blizzard with a radius of 60 feet centered on any point you choose within range. While in this storm, all creatures are lightly obscured, the ground becomes difficult terrain, and a strong, 20-mile-per-hour wind springs up, extinguishing all nonmagical flames and dispersing all gas-type attacks, including a green dragon’s breath weapon and spells such as cloudkill.\n\nIn addition, sharp slivers of ice fall. All creatures in the area must make a Constitution saving throw. A creature takes 6d6 cold damage on a failed saving throw or half as much on a successful one each round that they end their turn inside the blizzard.", :key :blizzard, :school "conjuration", :name "Blizzard", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "five acorns and any gem worth at least 50 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "120 feet"}, :animate-golem {:description "You cast this spell on an inanimate body made of clay, flesh, iron, stone, or other material, summoning a nearly-mindless elemental spirit to inhabit the body, which animates it as a golem under your command. Note that the cost of the spell does not include to cost of creating the golem. You do not need to personally construct the golem’s body. Your DM has its attributes.\n\nOn each of your turns, you can use a bonus action to mentally command the golem if it is within 60 feet of you (if you control multiple golems, you can command any or all of them at the same time, issuing the same command to each one).\n\nYou decide what action the golem will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the golem only defends itself against hostile creatures. Once given an order, the golem continues to follow it until its task is complete.\n\nEach week, roll a d20. On a roll of 1, it may make a Wisdom saving throw. If it succeeds, it will break free of your control and stops obeying any command you’ve given it. To re-establish control of the golem if this occurs, you must cast this spell on the creature again.", :key :animate-golem, :school "transmutation", :name "Animate Golem", :duration "Permanent", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "an ounce of gorgon’s blood, and incense and materials other worth at least 1,000 gp, which is consumed when you cast this spell"}, :casting-time "8 hours", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :brambles {:description "A wooden or primarily wooden weapon you are wielding (such as a club or staff) grows thorns and barbs all over its striking surface. For the spell’s duration, it does 2d4 additional points of piercing damage.", :key :brambles, :school "transmutation", :name "Brambles", :duration "1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a small thorn", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :amulet {:description "You create a token out of polished semi-precious gemstones, old coins, bundles of dried herbs, or other such things, and attach to it object that once belonged to or was part of a specific creature. While making the token, you must name that creature or at least provide a recognizable description of it (such as “the vampire Ebon Thuthane” or “the one-eyed giant boar that destroyed hamlet of Marswick”). You may then wear this token or give it to someone else.\n\nWhen the person who wears the token confronts this creature in melee combat, the creature must make an Intelligence saving throw when it sees the token. If it fails, it will be at disadvantage on its first attack roll on each of its turns when it attacks the amulet’s wearer. One minute after the creature first sees the amulet, it is destroyed and the spell ends.", :key :amulet, :school "abjuration", :name "Amulet", :duration "1 month", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "objects worth at least 5 gp and an item that once belonged to the target creature or a piece of that creature"}, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :battle-cry {:description "You let loose a shout of challenge and up to 6 hostile creatures in range that you choose and that have CRs of 2 or less must make a Wisdom saving throw or be stunned until the end of their next turn. However, once they have recovered from their stun, their sights will be set on you and they will attack you first.", :key :battle-cry, :school "enchantment", :name "Battle Cry", :duration "1 round", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-yard-radius sphere)"}, :alpha-s-starshield {:description "You are enveloped in a nearly skin-tight magical shield that briefly looks like a moonless night sky before fading to a faint, starry shimmer. While this spell is in effect, you are immune to radiant damage and to being blinded. You also have advantage on any saving throw to resist spells that uses light or color to blind, charm, confuse, or damage you.\n\nYou can see through magical darkness and gain darkvision to 60 feet; if you already have darkvision, it expands to an additional 30 feet. Finally, you also gain advantage on all Dexterity (Stealth) rolls when in dim light or darkness.", :key :alpha-s-starshield, :school "abjuration", :name "Alpha’s Starshield", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a black sapphire and a star sapphire, each worth at least 100 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "Self"}, :alpha-s-heat-lightning {:description "You call down a bolt of purplish-red lightning, which strikes a single creature you can see within range. Make a ranged spell attack to hit. On a success, that creature takes 4d10 fire damage and 4d10 lightning damage. If the creature is wearing nonmagical metallic armor or carrying a metallic weapon, the creature takes an additional 1d10 lightning damage. The lightning will also set combustibles on fire.\n\nAt Higher Levels. If you cast this spell with a 6th-level or higher spell slot, you inflict an additional 1d10 lightning damage for each slot level above 5th.", :key :alpha-s-heat-lightning, :school "evocation", :name "Alpha’s Heat Lightning", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a short glass rod, a bit of fur, and a bit or iron or lodestone", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "120 feet"}, :blades-of-fury {:description "You summon five illusory flying longswords, which you set to duel other creatures within range. When you cast the spell and as a bonus action on your subsequent turns, you can move a sword up to 30 feet and cause it to attack a new target.\n\nYour swords attack using your spell attack modifier. On a hit, the sword inflicts 1d8 slashing damage. Each time a target is struck by a sword, it may make an Intelligence saving throw. On a success, the target becomes aware that the sword is an illusion, which causes the sword to vanish. If another creature is told that the swords are illusions or sees one vanish, that creature has advantage on its next saving throw.\n\nIf a creature is reduced to 0 hit points by these illusory blades, they instead drop to 1 hit point and fall unconscious.\n\nAt Higher Levels. When you cast this spell with a spell slot of 6th level or higher, you summon one additional sword per slot level above 5th.", :key :blades-of-fury, :school "illusion", :name "Blades of Fury", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a miniature longsword", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :adamantine-weapon {:description "You transform your weapon into one made of pure elemental adamantine. It does an additional 1d8 damage on a successful hit.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you inflict an additional 1d8 damage per slot level above 2nd.", :key :adamantine-weapon, :school "transmutation", :name "Adamantine Weapon", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a pinch of diamond powder", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :anonymous-interaction {:description "You cast this spell on one creature with whom you are having a conversation and force that creature to make an Intelligence saving throw. On a failure, once the conversation is over, the creature will forget all but the most general information about you and what you spoke about.\n\nFor instance, if you cast this spell on a town guard and question her about a rash of mysterious murders that had recently occurred, and that guard was later asked about you and failed her save, she will remember she talked to somebody about something that seemed important, but won’t be able to remember details (“A male human…maybe elf? And he definitely had hair. Except…maybe it was a woman? Oh, and she was asking about stuff that was going on around here. Hmm…did I remember to tell him about the harvest festival next week?”) Creatures who are immune to being charmed are immune to this spell.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you may affect one other target per slot level above 3rd.", :key :anonymous-interaction, :school "enchantment", :name "Anonymous Interaction", :duration "Special", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :alpha-s-comet {:description "You create a sphere of flaming rock with a tail of noxious, superheated gasses. Make a ranged spell attack to hit. On a success, it inflicts 3d8 bludgeoning damage and 3d8 fire damage. In addition, all creatures within 5 feet of the target must make a Dexterity saving throw, taking 3d8 fire damage on a failed roll or half as much on a successful one.\n\nFinally, all creatures within 10 feet of the target, including the target, must make a Constitution saving throw against poison. On a failed save, the creature is spends its action that turn retching and reeling, takes 2d8 poison damage, and is poisoned for 1 minute. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. The gasses disperse after 1 round.\n\nAt Higher Levels: If you cast this spell with a 8th-level or higher spell slot, you inflict an additional 1d8 bludgeoning, fire, and poison damage for each spell slot above 7th.", :key :alpha-s-comet, :school "conjuration", :name "Alpha’s Comet", :duration "Instantaneous", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a ball of pitch mixed with sulfur and phosphorus", :somatic true, :material true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "30 feet"}, :anesthesia {:description "A creature you touch becomes unconscious, insensate, or both--you decide when casting the spell. The creature may attempt a saving throw to resist. On a failed save, the creature feels weakened and groggy and is poisoned.\n\nThe creature may make a new saving throw at the start of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it falls unconscious and can’t be wakened for the duration except through magical means.Creatures that don’t sleep or can’t be charmed can’t be affected by this spell.", :key :anesthesia, :school "enchantment", :name "Anesthesia", :duration "Concentration, up to 1 hour", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a petal from a lotus flower"}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :animate-dead-monster {:description "This spell turns one dead aberration, dragon, giant, monstrosity, or plant into an undead servant.\n\nChoose a pile of bones or a corpse of a creature that had a CR equal to the spell slot level with which you cast this spell or lower. Your spell imbues the targets with a foul mimicry of life, raising it as undead creature. The targets become skeletons if you chose bones or zombies if you chose corpses.\n\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\n\nThe creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain the control of the creature for another week, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to two creatures you have animated with this spell, rather than animating new monsters.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you reassert control over two additional undead creatures for each slot above 1st.", :key :animate-dead-monster, :school "necromancy", :name "Animate Dead Monster", :duration "Instantaneous", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a drop of blood, a claw or a tooth, and a pinch of bone", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 ft."}, :breed-true {:description "You may use this spell in one of two ways:\n\nEnsure Heredity. You guarantee that any changes you make to a creature via other spells (such as awaken or lifeblend (q.v.)) will pass on to its offspring. You can also use this spell on creatures of any type that have desirable but completely mundane traits, such as eye or hair color or a particular type of body shape, that you wish them to pass on to their offspring. You may state a number of traits equal to your spellcasting ability modifier. When you cast the spell this way, it has a duration of 1 week--if pregnancy does not occur during this time period, the spell fails (the traits may be passed down anyway, however, due to simple genetics).\n\nEnsure Hybridization. You may also use this spell to allow two different species to mate and produce a hybrid creature. This spell does not guarantee that pregnancy will occur but makes it possible, even if the parents are vastly different species (such as a dwarf/treant crossbreed).", :key :breed-true, :school "transmutation", :name "Breed True", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "fresh mistletoe"}, :ritual true, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "10 feet"}, :body-blades {:description "Dagger-like growths grow out of your body, passing harmlessly through any clothing or armor you wear. You gain +1 AC. If you grapple anyone or are grappled, you do piercing damage equal to 2d10 + your spellcasting ability modifier. The growths are metallic-looking but are not made of metal and cannot be affected by spells that affect metal.", :key :body-blades, :school "abjuration", :name "Body Blades", :duration "1 minute", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "two sharp pieces of metal and a shard of bone."}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "Self"}, :alcoreax-s-icetrail {:description "You tap the ground at your feet and a wave of ice 10 feet high and 20 feet wide appears on the ground and begins to snake forward, leaving a sheet of ice in its wake. The wave moves at a rate of 30 feet in a straight line, but at the beginning of each of your turns, you may direct it to turn and move in a different direction at a 45- or 90-degree angle.\n\nA creature standing in the area when the ice enters its space will be caught by the icy wave and will be restrained by it (escape DC equal to your spell save DC). A restrained creature must hold its breath and is at risk of suffocation (Player’s Handbook, chapter 8: “Adventuring”). Magical fire will melt the wave without harming the creatures trapped by it.\n\nA creature who enters an area coated with sheet of ice or ends its turn there must succeed on a Dexterity saving throw to avoid slipping on the ice and falling prone. The ice sheet counts as difficult terrain. In addition, the air up to 10 feet above the ice sheet is so cold that each creature that ends its turn in that area take 2d8 cold damage.", :key :alcoreax-s-icetrail, :school "transmutation", :name "Alcoreax’s Icetrail", :duration "Concentration, up to 1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a steel pin and a cup of water", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (60-foot cone)"}, :ancestral-vengeance {:description "You summon the spirit of one of your ancestors and tell it about the crime the target has committed against you, personally, or against another of its descendants. The spirit lashes out at your target, who must make a Constitution saving throw (undead have disadvantage). The target takes 2d10 slashing and 1d10 psychic damage on a failed saving throw, or half as much on a successful one, and its hit point total is reduced by the amount of psychic damage it took. Hit point reduction lasts until the creature takes a short or long rest.\n\nThis creature must have wronged you or a member of your family personally for this spell to work; you cannot use it on a creature that has not harmed you in some way first.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you inflict an additional 1d10 psychic damage for each slot level above 2nd.", :key :ancestral-vengeance, :school "conjuration", :name "Ancestral Vengeance", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :agra-s-ambush {:description "You provide protection for yourself or one willing creature against unwanted mental intrusion. The trap will be triggered if a protected creature is targeted by a spell or effect that would sense its emotions, read its thoughts, or put the charmed condition on it.\nThe attacker must make a Wisdom saving throw. The attacker takes 3d10 psychic damage on a failed saving throw, or half as much damage on a successful one. In either case, you are alerted as to the potential intrusion.\n\nOnce this spell has been triggered, it ends.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, the trap inflicts another 1d10 damage per slot level above 3rd.", :key :agra-s-ambush, :school "abjuration", :name "Agra’s Ambush", :duration "8 hours", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a handful of roughly-ground glass"}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :arrow-of-bone {:description "You paint runes of dire power on one missile or thrown weapon and it turns bone that radiates cold. You may then throw or fire the missile yourself or give it to an ally to use.\n\nThis missile 7d10 necrotic damage, plus the target must make a Constitution saving throw or be poisoned for 1 minute. If the sliver of bone you use comes from a close blood relative of the target (sibling, parent, child, grandparent, or first cousin), then the person who is firing or throwing the missile has advantage on the attack.", :key :arrow-of-bone, :school "necromancy", :name "Arrow of Bone", :duration "1 minute", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a powdered sliver of bone mixed with acid or the blood of an acidic creature, which is used to make the ink", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :bigby-s-dexterous-digits {:description "You create a pair of Tiny hands made of shimmering, translucent force in an unoccupied space that you can see within range.\n\nThe hands are objects that have AC 15 and 5 hit points. If all of the hands created by your spell are destroyed the spell ends. When you cast the spell and as a bonus action on your subsequent turns, you can move the hands up to 30 feet. Roll initiative for the hands as a group, which has its own turns. These hands can perform various tasks for you. Choose from the following when you cast this spell:\n\nFantastic Fencers. The hands are created holding long, rapier-like blades made of force. They attack using your spell attack modifier, and can attack two different targets at once. On a hit, the target takes 1d8 force damage.\n\nYou may choose for the fencers to do nonlethal damage instead, to use as a fencing partner for yourself or another. The wounds it inflicts cause you pain and appear to be real, but are actually illusory. If the duration runs out or the fencers bring you down to 1 hp, the fencers vanish and your hit points are restored to their pre-spell level. If you choose to make the fencers inflict nonlethal damage, the duration increases to 10 minutes.\n\n\n\nFeeling Fingers. The hands have a Strength and Dexterity of 8 (-1) but otherwise functions of an unseen servant. You can choose to use your action to treat the hands as a sensor and feel through them.\n\nThe hands have an amazingly sensitive sense of touch: they act as if they have tremorsense to 5 feet and if you use them to feel through, you have advantage on Wisdom (Perception) checks that rely on touch.\n\nPugnacious Pugilists. The hands are clenched and covered with bandages, as if they belong to a boxer. They attack using your spell attack modifier. On a hit, the target takes 1d8 bludgeoning damage.\n\nYou may choose for the pugilists to do nonlethal damage instead, to use as a boxing partner for yourself or another. The wounds it inflicts cause you pain and appear to be real, but are actually illusory. If the duration runs out or the pugilists bring you down to 1 hp, the pugilists vanish and your hit points are restored to their pre-spell level. If you choose to make the pugilists inflict nonlethal damage, the duration increases to 10 minutes.\n\nSilencing Hand. The hands fly towards a target you choose within range that you can see. Make a ranged spell attack to hit. On a success, the hands clamp themselves over the target’s mouth. They cannot be pulled away and as long as they remain, the target cannot speak and is at disadvantage to all ranged attack rolls. The hands take only half-damage that is dealt to them; the creature to which the hands are attached take the other half.\n\nStrangling Grip. The hands fly towards a Small or Medium target you choose within range that you can see and grab onto its throat, using your spell attack modifier to attack. On a hit, it does 2d4 bludgeoning damage and the target is grappled (escape DC is equal to your Spell Save DC). Until this grapple ends, the target can’t breathe. At the beginning of each of its turns, the hands inflict an additional 2d4 bludgeoning damage.", :key :bigby-s-dexterous-digits, :school "evocation", :name "Bigby’s Dexterous Digits", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a pair of gloves stitched with your name and studded with gems worth at least 500 gp", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :amorphous-form {:description "You touch a willing creature and it and all its gear become boneless and oozelike. While in this form, its speed drops to 20 feet and it can’t attack or cast spells that require verbal components, but it also is resistant to slashing damage from nonmagical weapons, can move through a space as narrow as 1 inch wide without squeezing, can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check and gains a climb speed of 20 feet, if it doesn’t already have a faster climb speed, and doesn’t need to breathe", :key :amorphous-form, :school "transmutation", :name "Amorphous Form", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a pinch of gelatin", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :animal-sense {:description "You grant one willing creature you touch one animal sense. You may choose from one of the following senses:\n\nBat’s Sight. The target gains blindsight to 60 feet but cannot use it while deafened.\n\nCat’s Whiskers. The target gains darkvision to 60 feet. If the target already has darkvision, its range increases by 30 feet.\n\nDog’s Nose. The target gains advantage on all Wisdom (Perception) checks that rely on smell.\n\nHawk’s Eyes. The target gains advantage on all Wisdom (Perception) checks that rely on sight.\n\nRabbit’s Ears. The target gains advantage on all Wisdom (Perception) checks that rely on hearing.\n\nSpider’s Touch. The target gains tremorsense to 60 feet.", :key :animal-sense, :school "transmutation", :name "Animal Sense", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a bit of the animal from which you are borrowing the sense"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :acid-fog {:description "You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. The area inside the fog is thick and cloying, and acts as difficult terrain. The fog is also highly acidic. A creature that ends its turn inside the fog takes 4d10 acid damage. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.\n\nIf a target takes at least 20 points of damage in a single round and is wearing nonmagical armor, the armor’s AC is permanently reduced by one level of effectiveness. If the armor is reduced to AC 10, it is destroyed.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the fog increases by 10 feet for each slot level above 1st.", :key :acid-fog, :school "conjuration", :name "Acid Fog", :duration "1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "powdered dried peas"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :airboat {:description "You must be outside to cast this spell. You point to a cloud, which immediately descends towards you and changes shape until it becomes a ship made of clouds. You determine its shape (caravel, dragon-galley, rowboat, etc.), but that has no bearing on its performance.\n\nYou and up to ten other creatures of your choice may board the airboat, which flies at a speed of 100 feet under your telepathic command. You are considered to have proficiency with the airboat. While captaining the boat, you have resistance to lightning and thunder damage and are immune to harm caused by nonmagical winds. The airboat has an AC of 13 and 100 hit points.\n\nAt Higher Levels. When cast with a 9th-level spell slot, you may bring up to twenty other creatures onboard with you.", :key :airboat, :school "transmutation", :name "Airboat", :duration "Concentration, up to 12 hours", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "5 miles"}, :avatar {:description "You channel a portion of your god or patron’s power into you, or the power of the earth itself, and become a living avatar of your god. For the duration, you gain the following powers:\n\nYou are surrounded by an aura of holy or unholy light. On your action, you can cause the aura to flare. All people within 30 feet who can see you and who are not of your faith must make a Wisdom saving throw or be frightened for the duration and take 2d6 psychic damage.\nAll spell slots you have expended that day are renewed, as are any abilities that you may have used that would require you to take a short or long rest to use again.\nYou have advantage on all ability checks, saving throws, and attack rolls.\nYou gain resistance to all forms of damage.\nYou regenerate 5 hit points at the start of each of your turns if you have at least 1 hit point.\nThis spell can only be attempted if you are in good standing with your god. If you have been less than exemplary in your faith, the spell simply fails to work. If you have angered your god in any way recently, then you will instead take 8d8 psychic damage.\n\nFurthermore, while this spell in effect, your personality is overwhelmed by that of your god’s. While you do not lose all control of yourself, you must make a DC 15 Charisma saving throw to do something that is not in the direct and immediate interests of your god. “Normal” activities (getting a drink of water or a bite to eat, reading a map, conversation, using the outhouse) can be engaged in without the need to make a saving throw, as long as those activities don’t take more than 15 minutes (after which your god gets impatient), and you can take one short rest during this time. Once this spell is over, you take a level of exhaustion as your deity’s presence leaves you.", :key :avatar, :school "conjuration", :name "Avatar", :duration "Concentration, up to 8 hours", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a sacrifice of something of value to your god", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self"}, :bolt-of-stone {:description "A stone ball flies from your hand to a point you choose within range. One target must make a Dexterity saving throw, taking 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\n\nAll creatures within 20 feet must also make Dexterity saving throws, taking 2d8 piercing damage from shrapnel, or half as much on a successful one. All creatures who take damage are stunned until the end of their next turns.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of both the initial strike and the shrapnel increases by 1d8 for each slot level above 3rd.", :key :bolt-of-stone, :school "conjuration", :name "Bolt of Stone", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a polished chip of marble", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "150 feet"}, :acid-hands {:description "As you hold your hands with thumbs touching and fingers spread, a thin sheet of corrosive liquid shoots forth from your outstretched fingertips.\n\nEach creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d8 acid damage on a failed save, or half as much on a successful one.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", :key :acid-hands, :school "evocation", :name "Acid Hands", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (15-foot cone)"}, :alpha-s-shadowfire {:description "A streak of black and green flame erupts from your hands and strikes a point you choose within range. Make a ranged spell attack to hit. On a success, your target takes 3d10 fire damage plus 3d10 necrotic damage.\n\nAt Higher Levels. For each spell slot of 5th level or higher, you inflict an additional 1d10 fire or 1d10 necrotic damage (your choice) per slot level above 4th.", :key :alpha-s-shadowfire, :school "evocation", :name "Alpha’s Shadowfire", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a black opal worth at least 100 gp"}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :bladethirst {:description "Your sword or other slashing weapon bursts into unearthly steel-blue flame. Until the end of your turn, you have advantage on all rolls to hit with this weapon and inflict an additional 1d6 cold damage. The weapon sheds bright light in 10-foot radius and dim light for a further 10 feet.\n\nAt Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, the amount of cold damage you inflict increases by 1d6 for each slot level above 1st.", :key :bladethirst, :school "transmutation", :name "Bladethirst", :duration "1 round", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :animate-dead-animals {:description "The spell creates one or more undead beasts. Choose piles of bones or corpses of beasts of CR 1 or less that are within range. Your spell imbues the targets with a foul mimicry of life, raising it as undead creature. The targets become skeletons if you chose bones or zombies if you chose corpses. Chose one of the following options when you cast this spell:\n\nOne beasts of challenge rating 1/4 or lower\nTwo beasts of challenge rating 1/8 or lower\nFour beasts of challenge rating 0\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\n\nThe creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain the control of the creature for another 24-hour period, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to eight creatures you have animated with this spell, rather than animating new beasts.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you reassert control over four additional undead creatures for each slot above 1st.\n\nOptionally, when you cast this spell using a spell slot of 2nd level or higher, you can animate a one beast whose CR is equal to the spell slot level with which you cast this spell, -2 (i.e., a CR 1/2 beast when cast with a 2nd-level slot, a CR 1 beast when cast with a 3rd-level slot, etc.)", :key :animate-dead-animals, :school "necromancy", :name "Animate Dead Animals", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a drop of blood, a claw or a tooth, and a pinch of bone", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 ft."}, :alpha-s-sparkle-beam {:description "You draw upon the Positive Plane and call forth a cone filled with shining motes of silver and gold light. One creature you see within 15 feet of you must make a Constitution saving throw or be blinded until the beginning of its next turn.\n\nIf you target a creature that is undead or a fiend and it fails its saving throw, it also takes 1d8 radiant damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :alpha-s-sparkle-beam, :school "evocation", :name "Alpha’s Sparkle Beam", :duration "Instantaneous", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "15 feet"}, :animal-animosity {:description "One creature you can see within range must make a Wisdom saving throw or be cursed with a hateful aura beasts can sense. All beasts who come within 30 feet of the target will become angry with that target and may attempt to attack it. A remove curse will end this effect.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional target for each slot level above 1st.", :key :animal-animosity, :school "enchantment", :name "Animal Animosity", :duration "8 hours", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock true, :wizard false}, :range "30 feet"}, :agonizing-rebuke {:description "You blast your opponent with cruel words and instill in it so much apprehension that it suffers mental distress at even the thought of attacking you. The creature is magically forced to make a Wisdom saving throw.\n\nOn a failure, it suffers 2d6 psychic damage each time it attacks you, casts a spell that harms you (even indirectly), or otherwise takes an action that causes you harm. If this damage would reduce your target to 0 hit points or less, it instead drops to 1 hit point and falls unconscious for 10 minutes.\n\nIf you or one of your allies attacks the creature, it may make a new saving throw, ending the effect on a success.\n\nAt Higher Levels. When you cast this spell with a 4th- or 5th-level spell slot, the duration increases to Concentration, up to 10 minutes. When you cast it with a 6th-level or higher spell slot, the duration increases to 1 hour, and concentration isn’t needed.", :key :agonizing-rebuke, :school "enchantment", :name "Agonizing Rebuke", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :bite-of-the-king {:description "Make a melee spell attack against a living creature of your size or smaller. If you succeed, your mouth expands to many times its normal size and you swallow the creature whole. Your mouth then returns to its normal size.\n\nYour swallowed victim is not in your stomach but in a temporary “stomach dimension.” It is subject to magical peristalsis but not stomach acids. While swallowed, your target is blinded and restrained, has total cover against attacks, and it takes 3d12 bludgeoning damage at the start of each of your turns. The swallowed creature may attempt to escape. The stomach dimension has AC 17, and if it takes 30 damage or more on a single turn from the swallowed creature, it will escape and will appear, seemingly out of thin air, in a space within 5 feet of you. Although this stomach dimension is not technically connected to you, you take half of the damage inflicted to it during escape attempts.\n\nEach time you swallow a creature, you create a separate stomach dimension. Thus, you may swallow multiple creatures at one time.", :key :bite-of-the-king, :school "necromancy", :name "Bite of the King", :duration "Concentration, up to 1 minute", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "Touch"}, :aria-of-the-victorious-knights {:description "You sing a rousing operetta and a squadron of illusory mounted knights coalesces out of the air. They appear to be spectral or shadowy and cannot be mistaken for living beings. They form a line 30 feet long, centered on any point you choose within range, and ride forth, moving up to 60 feet from their starting point in a direction you choose before vanishing.\n\nAll creatures in their path must make Dexterity saving throws. A creature takes 5d6 cold damage and 5d6 psychic damage from a failed saving throw, or half as much damage from a successful one. A creature in the area who can see the army and who failed its saving throw is also frightened for until the end of its next turn.\n\nAt Higher Levels. When you cast this spell with a 7th-level or higher spell slot, you may increase the length of the squadron by 10 feet for each slot level above 6th.", :key :aria-of-the-victorious-knights, :school "illusion", :name "Aria of the Victorious Knights", :duration "1 round", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "an illuminated opera script worth at least 100 gp"}, :casting-time "1 round", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "100 feet"}, :arboreal-hammer {:description "You animate a tree branch within range and direct it to attack a foe within 10 feet of it. It uses your spell attack modifier to hit and inflicts 3d10 bludgeoning damage on a successful blow. You may use your bonus action to direct it to change targets.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you may animate one additional tree branch per slot level above 3rd. Each branch gets one attack each round. In addition, when you cast this spell with certain higher-level spell slots, each branch inflicts 5d10 damage (7th- and 8th-level slots) or 7d10 damage (9th-level slot).", :key :arboreal-hammer, :school "transmutation", :name "Arboreal Hammer", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "100 feet"}, :alpha-s-moonlight {:description "An area 30 in radius of soft, blue-gray light shines down from above. In this area, all color is washed out; creatures in that area cannot discern color and can only see in shades of gray. Creatures who have the trait Sunlight Sensitivity are not affected by sunlight while in this area; creatures who take damage from sunlight only take half the normal amount of damage. While in this area, lycanthropes must make a Wisdom saving throw to avoid being forced to transform.\n\nIf you cast this spell on yourself, the area moves with you. Otherwise, it is stationary.", :key :alpha-s-moonlight, :school "transmutation", :name "Alpha’s Moonlight", :duration "Concentration, up to 1 hour", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a moonstone"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :augment-artistry {:description "You or a willing target gains proficiency with one form of artisan’s tools. If the target already has proficiency in the desired tools, then that target may use double its proficiency bonus.", :key :augment-artistry, :school "transmutation", :name "Augment Artistry", :duration "1 hour", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a scroll bearing a piece of epic poetry", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :blood-to-water {:description "You target one creature within range and its blood thins out and its veins become filled with a watery plasma. The creature must make a Constitution saving throw. It takes 9d10 necrotic damage on a failed saving throw, or half as much damage on a successful one. In addition, the creature’s hit point total is reduced by the amount of damage it took, and it gains one level of exhaustion. Hit point reduction lasts until the creature takes a long rest.", :key :blood-to-water, :school "necromancy", :name "Blood to Water", :duration "Instantaneous", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :arcane-voice {:description "You may project your voice to any point within range in a location familiar to you or in an obvious location that is unfamiliar to you. If you choose, you may alter your voice so that it is loud and booming, weird and eldritch, etc., although you can’t make it completely unrecognizable. You can’t cast spells through this spell, although you can say command words.", :key :arcane-voice, :school "illusion", :name "Arcane Voice", :duration "1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a small glass jar, which you smash underneath your foot"}, :ritual true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "500 feet"}, :animal-aspect {:description "You change partly into an animal and gain some of that animal’s abilities. When you cast this spell, choose from the following list:\n\nBear’s Hide. You grow thick, dense fur and gain a +1 bonus to your armor class and if you grapple someone, that creature is at -2 to escape the grapple.\n\nCheetah’s Legs. Your legs lengthen and become specialized for running and covered with spotted fur. Your walking speed increases by 20 feet, and you can take the Dash action as a bonus action.\n\nFalcon’s Eyes. Your eyes become wide and raptor-like, and you grow feathers on your face and ears. You gain a +2 bonus on attack rolls with missile weapons and you do not take a penalty when attacking something beyond weapon’s normal range.\n\nFrog’s Legs. Your legs become elongated and muscular and mottled green. You gain a +2 bonus to on Acrobatics checks and you do not need to use a running start in order to jump your full distance.\n\nGecko’s Setae. Your hands and feet grow dozens of thin hair-like objects. You gain a climbing speed equal to one-half of your normal walking speed (if you already have a climbing speed, it increases by 25%), and you gain advantage on rolls you make in order to climb, and +2 to attack rolls when using thrown weapons.\n\nGorilla’s Arms. Your arms become long and strong and covered with dark hair. You do +2 damage when attacking with your bare hands, and if you grapple someone, that creature is at -2 to escape the grapple.\n\nMonkey’s Hands. Your hands and arms become modified for climbing and throwing. You gain advantage on rolls you make in order to climb, and +2 to attack rolls when using thrown weapons.\n\nNightingale’s Throat. Your tongue narrows and you grow small feathers on your face and throat. You gain advantage on Charisma (Performance) ability checks when singing and a +2 bonus on Charisma (Persuasion) ability checks.\n\nOtter’s Paws. Your hands and feet become flat and webbed. You gain a swimming speed equal to one-half of your normal walking speed (if you already have a swimming speed, it increases by 25%), and you can hold your breath for an additional 4 rounds.\n\nRaccoon’s Hands. Your hands become narrow and highly dexterous. You gain a +2 bonus on Dexterity (Sleight of Hand) rolls and when using thieves’ tools.\n\nStag’s Antlers. Your features and legs grow long and sinewy and you grow antlers. Your walking speed increases by 10 feet, your movement is not hindered by undergrowth, and you may use your action to attack with your antlers. You have proficiency with the antlers and inflict 1d6 + your Strength ability modifier in bludgeoning damage.\n\nWolf’s Fangs. Your face grows gray-brown fur and your incisors lengthen and sharpen. You gain advantage on Wisdom (Perception) ability checks that rely on smell or hearing, and you gain a +2 bonus on melee weapon attacks when one of your allies is within 5 feet of your target and isn’t incapacitated.", :key :animal-aspect, :school "transmutation", :name "Animal Aspect", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a bit of fur, scale, or other part from the animal you are changing into"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :animal-call {:description "You call all beasts of CR 1 or lower that are within 500 feet of you. They will begin arriving a round later and will continue to arrive for 1 minute. While the spell is in effect, the creatures will pay attention to you and will not attack each other. For the duration of the spell, they will be charmed by you and will see you as someone to trust and heed.\n\nWhile the animals are in front of you, you may set a non-combat-related task for them to perform. As long as the task is within their physical capabilities, they will perform the task to the best of their ability. When the spell ends or you lose concentration, the animals will peacefully disperse.\n\nAlthough you cannot order the animals to directly attack, you can order them to harass or threaten foes. For instance, you can order squirrels to throw nuts at a target, beavers to gnaw down a tree so that it blocks the road, wolves to growl menacingly or stalk the target as if it were prey, goats to make mock charges, and so on. An animal that is injured will flee and will no longer be subject to your spell\n\nAt Higher Levels. When you cast this spell with a 6th-level spell slot, the beasts will be charmed by you for 1 hour. When you cast this spell with an 8th-level spell slot, the beasts will be charmed by you for 8 hours.", :key :animal-call, :school "enchantment", :name "Animal Call", :duration "Concentration, up to 10 minutes.", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self (500-foot radius circle)"}, :arrowflight {:description "You touch a bow or crossbow. For the duration of this spell, the range for this weapon is doubled.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may affect one additional bow or crossbow for each slot level above 2nd.", :key :arrowflight, :school "transmutation", :name "Arrowflight", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a bit of down from a flying bird", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :boon-of-fortune {:description "You or one willing creature you touch gains good luck. You may choose from one of the following ways when you cast this spell:\n\nSudden Knowledge. The target gains proficiency in up to six types of tools, weapons, or armors it did not already know how to use for the next minute.\n\nHidden Strengths. Choose two attributes. The target has advantage on all ability checks and saving throws based on that attribute for the next minute.\n\nAmazing Luck. Three times in the next 24 hours, if the target fails a saving throw, it may choose to succeed instead.", :key :boon-of-fortune, :school "transmutation", :name "Boon of Fortune", :duration "Special", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a four-leaf clover or a piece of amber", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :bite-the-hand {:description "You target a creature that has been conjured and cause it to turn on its summoner, provided that individual is present. The creature will attack its summoner to the best of its ability but will perform no other actions for you.\n\nTo succeed in controlling the creature, you must make a successful ability check, using your spellcasting ability, with a DC equal to the summoner’s saving throw DC. If you succeed, the creature is under your control, as if you had cast the spell that had conjured it. This spell has no effect on creatures summoned with the find familiar or find steed spells.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you may target one additional creature per slot level above 3rd.", :key :bite-the-hand, :school "enchantment", :name "Bite the Hand", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "50 feet"}, :archon-s-trumpet {:description "Your produce a clear and pure-sounding trumpeting that can be heard for 500 feet. All creatures within a 30-foot cone must make a Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature may make a new saving throw at the beginning of each of its turns, ending the effect on a success.", :key :archon-s-trumpet, :school "evocation", :name "Archon’s Trumpet", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot cone)"}, :acid-lash {:description "You create a glowing line of vivid purple force that lashes out at your command towards a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 4d10 acid damage and if the creature is Large or smaller, you pull it up to 10 feet closer to you.", :key :acid-lash, :school "transmutation", :name "Acid Lash", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "three drops of any acidic liquid", :verbal true, :somatic true, :material true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :blossom {:description "You spend three hours meditating and the area around you becomes much more verdant and fertile than it was before. If the land was dry, it becomes moist. If the earth was barren, it becomes enriched. If the land was waterlogged and swampy, the water drains away to reveal fresh loam.\n\nThis spell cannot, in and of itself, overcome truly bad conditions such as that caused by a long and terrible drought, but it can help to significantly improve conditions.\n\nA particular plot of land can only be affected by this spell once every three months, and the effects last until the end of the current growing season.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, the radius of area you affect increases by 100 feet per slot level above 3rd.", :key :blossom, :school "transmutation", :name "Blossom", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "an ear of grain and a gallon of water", :somatic true, :material true}, :ritual true, :casting-time "3 hours", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "self (300-foot radius)"}, :banish-dazzle {:description "You or one willing creature you touch becomes immune to being blinded by nonmagical light, can see through nonmagical mirages and optical illusions, and have advantage on ability checks to determine if visual-only illusions are real or not, and on saving throws to resist spells that cause blindness through light, such as blinding smite, color spray, or holy aura.\n\nThis spell also keeps creatures with the Sunlight Sensitivity trait from taking disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. It does not prevent creatures with Sunlight Hypersensitivity (such as vampires) from taking damage, nor does it provide any resistance against radiant damage.\n\nAt Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, you may protect one additional creature per slot level above 1st.", :key :banish-dazzle, :school "abjuration", :name "Banish Dazzle", :duration "1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a shard of glass or any clear stone", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Touch"}, :backstab-backlash {:description "You create a protective field around you. If someone successfully hits you with a sneak attack, the attack rebounds and your attacker suffers the damage it would have inflicted on you instead.", :key :backstab-backlash, :school "abjuration", :name "Backstab Backlash", :duration "1 hour", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :ballant-s-stonesplit {:description "You channel extreme magical force and strike an object made primarily or entirely out of rock, such as a stone wall. When you touch the stone, brilliant magical light flares out and a huge glowing crack grows in the rock. At the end of your next turn, you inflict 100 points of damage to it. At any point between your casting the spell and the end of your next turn, this spell can be countered by dispel magic or a similar effect, preventing the rock from crumbling.\n\nIf cast on a creature made from stone, such as a stone-based earth elemental (such as a gargoyle) or a stone golem, the creature may make a Constitution saving throw. The creature suffers 8d10 force damage on a failed saving throw, or half as much damage on a successful one.", :key :ballant-s-stonesplit, :school "evocation", :name "Ballant’s Stonesplit", :duration "1 round", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a diamond-tipped chisel worth 500 gp, which is consumed in the casting", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Touch"}, :augmenting-wall {:description "You create a nearly-invisible wall, up to 10 feet high and 15 feet long, of shimmering energy. Choose from acid, cold, fire, force, or lightning damage when you cast this spell.\n\nAny weapon thrown or fired through your side of the wall emerge from the other side imbued with that energy and inflict an additional 1d10 damage of that type to its target, should it hit. This has no effect on melee weapons or on creatures who pass through the wall, nor does it enhance spells that pass through it. It will enhance magical ammunition and thrown weapons, however. The wall does not block vision.\n\nAt Higher Levels. When you cast this spell with a 5th-level or higher spell slot, thrown and missile weapons inflict an additional 1d10 damage per slot level above 4th.", :key :augmenting-wall, :school "evocation", :name "Augmenting Wall", :duration "Concentration, up to 1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "100 feet"}, :alpha-s-chill-of-the-void {:description "You bring forth a wave of airless, supernaturally-intense cold in a 60-foot cone. Each creature in that area must make a Constitution saving throw or take 7d6 cold damage on a failed saving throw, or half as much on a successful one. In addition, if a creature fails its saving throw by 5 or more, it takes a level of exhaustion as the air is ripped from its lungs.\n\nAll normal vegetation of Medium size or smaller in the area dies, and larger vegetation has a 50 percent chance of dying. Plant creatures are no more susceptible than other living beings are. Normal fires in the area are immediately snuffed and standing water instantly freezes.", :key :alpha-s-chill-of-the-void, :school "evocation", :name "Alpha’s Chill of the Void", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a piece of ice", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (60-foot cone)"}, :body-of-the-sun {:description "You burst into brilliant golden flames which extend up to five feet from your body in all directions. A creatures that enters the area or ends its turn there must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed saving throw, or half as much on successful one. In addition, A creature that is within 10 feet of you must make a Constitution saving throw or be blinded until the end of its next turn. You shed bright light out to a radius of 30 feet and dim light to an additional 30 feet.", :key :body-of-the-sun, :school "transmutation", :name "Body of the Sun", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Self (5-foot radius)"}, :burning-blood {:description "You cause the open, bleeding wounds of one target you can see within range that is not at full hit points to burst into blood-red flame. The target must make a Constitution saving throw each round. The creature takes 3d8 fire damage on a failed saving throw, or half as much damage on a successful one.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.", :key :burning-blood, :school "necromancy", :name "Burning Blood", :duration "1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a drop of blood and a pinch of saltpeter"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :alpha-s-spark-shower {:description "You extend your arms and a sheet of sizzling purple sparks shoot forth from your hands. Each creature in a 10-foot cone must make a Dexterity saving throw. A creature takes 1d6 lightning damage on a failed saving throw, or half as much on a successful one.\n\nThis spell does additional damage when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :alpha-s-spark-shower, :school "evocation", :name "Alpha’s Spark Shower", :duration "Instantaneous", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a bit of fur, glass, and copper", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (10-foot cone)"}, :bliss {:description "One creature within range that you can see must make a Wisdom saving throw or fall into a trance of intense pleasure; for the duration of the spell, the creature is incapacitated. The creature may make a new saving throw at the end of each of its turns, ending the effect on success.\n\nThis spell has potential for addiction and is debilitating with frequent use. If a creature is subjected to this spell three times or more in a 24-hour period, it must make a Wisdom saving throw. On a failure, it takes 1d10 psychic damage and its hit point total is reduced by that amount. This hit point reduction lasts for 1 week or until a spell such as greater restoration is cast on it. Until its hit point total has been restored, it can’t make a saving throw to resist the spell, but must still make a Wisdom saving throw to avoid taking psychic damage. In addition, the target will feel a desperate need to have this spell cast upon it again by you, no matter how much damage you have inflicted on it..\n\nAt Higher Levels. If you cast this spell with a 3rd-level or higher spell slot, the spell no longer requires concentration. If you cast this spell with a 5th-level or higher spell slot, the duration increases to 10 minutes.", :key :bliss, :school "enchantment", :name "Bliss", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :bestow-enchantment {:description "You may cast a spell that has a range of Self or Touch and then “hand” it to a willing creature, who is then able to control and benefit from that spell as she it had cast it herself.", :key :bestow-enchantment, :school "evocation", :name "Bestow Enchantment", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :animate-flame {:description "You animate a bonfire-sized or smaller nonmagical flame, causing it to leave its fuel source. When you cast this spell and as a bonus action on subsequent rounds, you can direct it to leap up to 30 feet away. When it hits the ground, it ignites any combustible materials it touches.\n\nIf you use the flame to attack, your target may make a Dexterity saving throw to resist. A creature takes 7d6 fire damage on a failed saving throw, or half as much on successful one.", :key :animate-flame, :school "transmutation", :name "Animate Flame", :duration "Concentration, up to 1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "300 feet"}, :bolt-s-hellish-hail {:description "A raging hailstorm momentarily appears in the shape of a cylinder that 20-foot high, 40-foot radius cylinder centered on a point within range. All creatures in that area must make a Dexterity saving throw.\n\nA target takes 5d6 damage on a failed saving throw, or half as much damage on a successful one. When you cast the spell, you may split these dice between bludgeoning, cold, lightning, and thunder damage as you wish. All creatures take the same type of damage. For instance, you may decide that all targets take 2d6 bludgeoning damage, 2d6 cold damage, and 1d6 lightning damage, or that they all take 2d6 cold and 3d6 thunder damage, or that they all take 5d6 lightning damage.\n\nUpon striking the ground, the hailstones burst into flames. All creatures touching the ground take an additional 3d6 fire damage. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.\n\nAt Higher Levels. When you cast this spell with a 6th-level or higher spell slot, the amount of damage you inflict on the initial strike (not from fire damage) increases by 1d6 damage per slot level above 5th.", :key :bolt-s-hellish-hail, :school "conjuration", :name "Bolt’s Hellish Hail", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "150 feet"}, :bloodsworn-retribution {:description "You shed your own blood, inflicting up to 15 points of damage on yourself, and your hit point total is reduced by that amount. While doing so, you swear an oath. For every 5 hit points you inflict on yourself, you gain a +1 bonus (maximum of +3) to all attack rolls, saving throws, and ability checks you make that are made specifically when you are attempting to fulfill that oath. Your hit point total returns to normal after you have fulfilled the oath or deliberately chosen to forsake it.", :key :bloodsworn-retribution, :school "necromancy", :name "Bloodsworn Retribution", :duration "Special", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "your own blood"}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}}}, "Sword Coast Adventurers Guide (arandomstringofnum#2919)" {:orcpub.dnd.e5/backgrounds {:far-traveller {:traits [{:name "All Eyes on You", :summary "Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. "}], :option-pack "Sword Coast Adventurer's Guide", :name "Far Traveller", :profs {:skill {:insight true, :perception true}, :tool-options {:musical-instrument 1, :gaming-set 1}, :language-options {:choose 1, :options {:any true}}}, :equipment {:clothes-traveler-s 1}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :treasure {:gp 15}, :key :far-traveller}, :waterdhavian-noble {:traits [{:summary "While you are in Waterdeep or elsewhere in the North your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward. \n\nChoose a Musical Instrument OR a Gaming Set proficiency.", :name "Kept in Style"}], :option-pack "Sword Coast Adventurer's Guide", :name "Waterdhavian Noble", :profs {:skill {:persuasion true, :history true}, :tool-options {:musical-instrument 1, :gaming-set 1}, :language-options {:choose 1, :options {:any true}}}, :equipment {:clothes-fine 1, :signet-ring 1}, :treasure {:gp 20}, :key :waterdhavian-noble}, :investigator {:traits [{:summary "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. ", :name "Watcher's Eye"}], :option-pack "Sword Coast Adventurer's Guide", :name "Investigator", :profs {:skill {:insight true, :investigation true}, :language-options {:choose 2, :options {:any true}}}, :equipment {:manacles 1}, :treasure {:gp 10}, :key :investigator}, :mercenary-veteran {:traits [{:name "Mercenary Life", :summary "You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see \"Practicing a Profession\" under \"Downtime Activities\" in chapter 8 of the Player's Handbook). "}], :option-pack "Sword Coast Adventurer's Guide", :name "Mercenary Veteran", :profs {:skill {:athletics true, :persuasion true}, :tool-options {:gaming-set 1}, :tool {:land-vehicles true}}, :treasure {:gp 10}, :key :mercenary-veteran}, :clan-crafter {:traits [{:name "Respect of the Stout Folk", :summary "As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance. "}], :option-pack "Sword Coast Adventurer's Guide", :name "Clan Crafter", :profs {:tool-options {:artisans-tool 1}, :skill {:history true, :insight true}, :language-options {:choose 1, :options {:any true}}}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :equipment {:clothes-traveler-s 1}, :treasure {:gp 15}, :key :clan-crafter}, :knight-of-the-order {:traits [{:name "Knightly Regard", :summary "You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community- whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.\n\nAlso, pick one proficiency from Arcana, History, Nature, and Religion, as appropriate for your order."}], :name "Knight of the Order", :profs {:skill {:persuasion true}, :language-options {:choose 1, :options {:any true}}, :tool-options {:musical-instrument 1, :gaming-set 1}}, :treasure {:gp 10}, :equipment {:clothes-traveler-s 1}, :option-pack "Sword Coast Adventurer's Guide", :key :knight-of-the-order}, :urban-bounty-hunter {:traits [{:name "Ear to the Ground", :summary "You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. \n\nAlso, pick any two proficiencies from Deception, Insight, Persuasion, and Stealth"}], :option-pack "Sword Coast Adventurer's Guide", :name "Urban Bounty Hunter", :profs {:tool-options {:gaming-set 1, :musical-instrument 1}, :tool {:thieves-tools true}}, :treasure {:gp 20}, :key :urban-bounty-hunter}, :cloistered-scholar {:traits [{:name "Library Access", :summary "Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar."}], :name "Cloistered Scholar", :option-pack "Sword Coast Adventurer's Guide", :profs {:skill {:history true}, :language-options {:choose 2, :options {:any true}}}, :treasure {:gp 10}, :equipment {:ink-pen 1, :ink 1, :knife-small 1, :parchment 1}, :key :cloistered-scholar}, :city-watch {:traits [{:summary "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. ", :name "Watcher's Eye"}], :option-pack "Sword Coast Adventurer's Guide", :name "City Watch", :profs {:skill {:athletics true, :insight true}, :language-options {:choose 2, :options {:any true}}}, :equipment {:manacles 1}, :treasure {:gp 10}, :key :city-watch}, :courtier {:traits [{:name "Court Functionary", :summary "Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. "}], :option-pack "Sword Coast Adventurer's Guide", :name "Courtier", :equipment {:clothes-fine 1}, :profs {:skill {:insight true, :persuasion true}, :language-options {:choose 2, :options {:any true}}}, :treasure {:gp 5}, :key :courtier}, :uthgardt-tribe-member {:traits [{:summary "You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.\n\nChoose a Musical Instrument OR Artisans Tools.", :name "Uthgardt Heritage"}], :option-pack "Sword Coast Adventurer's Guide", :name "Uthgardt Tribe Member", :profs {:skill {:athletics true, :survival true}, :tool-options {:artisans-tool 1, :musical-instrument 1}, :language-options {:choose 1, :options {:any true}}}, :equipment {:clothes-traveler-s 1, :hunting-trap 1}, :treasure {:gp 10}, :key :uthgardt-tribe-member}, :faction-agent {:traits [{:summary "As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. \n\nAlso, Choose 1 proficiency in an Intelligence, Wisdom, or Charisma skill, as appropriate to your faction.", :name "Safe Haven"}], :option-pack "Sword Coast Adventurer's Guide", :name "Faction Agent", :profs {:skill {:insight true}, :language-options {:choose 2, :options {:any true}}}, :treasure {:gp 15}, :equipment {:clothes-common 1}, :key :faction-agent}, :inheritor {:traits [{:name "Inheritance", :summary "Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does. The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met. When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you."}], :name "Inheritor", :option-pack "Sword Coast Adventurer's Guide", :profs {:skill {:survival true}, :tool-options {:gaming-set 1, :musical-instrument 1}, :language-options {:choose 1, :options {:any true}}}, :treasure {:gp 15}, :equipment {:clothes-traveler-s 1}, :key :inheritor}}, :orcpub.dnd.e5/spells {:booming-blade {:description "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.", :key :booming-blade, :school "evocation", :name "Booming Blade", :level 0, :option-pack "Sword Coast Adventurer's Guide", :components {:verbal true, :material-component "a weapon", :material true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "5 feet"}, :green-flame-blade {:description "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.", :key :green-flame-blade, :school "evocation", :name "Green-Flame Blade", :duration "Instantaneous", :level 0, :option-pack "Sword Coast Adventurer's Guide", :components {:verbal true, :material true, :material-component "a weapon"}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "5 feet"}, :lightning-lure {:description "You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :lightning-lure, :school "evocation", :name "Lightning Lure", :duration "Instantaneous", :level 0, :option-pack "Sword Coast Adventurer's Guide", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "15 feet"}, :sword-burst {:description "You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :sword-burst, :school "conjuration", :name "Sword Burst", :duration "Instantaneous", :level 0, :option-pack "Sword Coast Adventurer's Guide", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "5 feet"}}, :orcpub.dnd.e5/subraces {:ghostwise {:race :halfling, :traits [{:name "Silent Speech", :description "You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time."}], :option-pack "Sword Coast Adventurer's Guide", :name "Ghostwise", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :ghostwise}, :half-wood-elf {:race :half-elf, :traits [{:name "Choose one", :description "Choose either on of the following:\n-35 speed\n-proficiency with Shotbow, Longbow, and Longsword\n-You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena"}], :option-pack "Sword Coast Adventurer's Guide", :name "Half-Wood Elf", :key :half-wood-elf}, :half-high-elf {:race :half-elf, :traits [{:name "Choose one", :description "Choice of either:\n-proficiency with Shortsword, Longsword, Shortbow, and Longbow\n-You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it."}], :option-pack "Sword Coast Adventurer's Guide", :name "Half-High Elf", :key :half-high-elf}, :half-drow {:race :half-elf, :traits [], :option-pack "Sword Coast Adventurer's Guide", :name "Half-Drow", :spells [{:value {:ability :cha, :key :dancing-lights}} {:level 3, :value {:ability :cha, :key :faerie-fire, :level 1}} {:value {:level 2, :ability :cha, :key :darkness}, :level 5}], :key :half-drow}, :half-aquatic-elf {:race :half-elf, :traits [{:name "Swim Speed", :description "Swim Speed of 30 feet."}], :option-pack "Sword Coast Adventurer's Guide", :name "Half-Aquatic Elf", :key :half-aquatic-elf}}, :orcpub.dnd.e5/subclasses {:storm-magic {:class :sorcerer, :traits [{:name "Stormborn", :description "The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial."} {:name "Tempestuous Magic", :description "At 1st level, you are attuned to elemental air magic. Whenever you cast a spell other than a cantrip during your turn, whirling gusts of elemental air surround you. You can use a bonus action to fly 10 feet without provoking opportunity attacks."} {:name "Heart of the Storm", :level 6, :description "At 6th level, you gain resistance to lightning and thunder damage. Whenever you cast a spell other than a cantrip that deals lightning or thunder damage, a stormy aura surrounds you. In addition to the spell’s effects, creatures of your choice within 10 feet of you take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level."} {:name "Storm Guide", :level 6, :description "At 6th level, you gain the ability to subtly control the weather around you.\nIf it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action.\nIf it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind."} {:level 14, :name "Storm’s Fury", :description "At 14th level, the storm energy you channel through your magic seethes within your soul. When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker equal to your sorcerer level. The attacker must also make a Strength saving throw, with a DC equal to 8 + your Charisma bonus + your proficiency bonus. On a failed save, the attacker is pushed in a straight line 20 feet away from you."} {:level 18, :description "At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage. As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour.", :name "Wind Soul"}], :level-modifiers [{:type :spell, :value {:level 1, :ability :cha, :key :fog-cloud}} {:type :spell, :value {:level 1, :ability :cha, :key :thunderwave}} {:type :spell, :value {:level 2, :ability :cha, :key :gust-of-wind}, :level 3} {:type :spell, :value {:level 2, :ability :cha, :key :levitate}, :level 3} {:type :spell, :level 5, :value {:level 3, :ability :cha, :key :call-lightning}} {:type :spell, :level 5, :value {:level 3, :ability :cha, :key :sleet-storm}} {:type :spell, :level 7, :value {:level 4, :ability :cha, :key :conjure-minor-elementals}} {:type :spell, :level 7, :value {:level 4, :ability :cha, :key :ice-storm}} {:type :spell, :level 9, :value {:level 5, :ability :cha, :key :conjure-elemental}} {:type :damage-resistance, :value :lightning, :level 6} {:level 6, :type :damage-resistance, :value :thunder} {:level 18, :type :flying-speed, :value 60} {:type :damage-immunity, :value :lightning, :level 18} {:level 18, :type :damage-immunity, :value :thunder}], :option-pack "Sword Coast Adventurer's Guide", :name "Storm Magic", :key :storm-magic}, :arcana-domain {:class :cleric, :traits [{:name "Arcane Initiate", :description "When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips."} {:name "Channel Divinity: Arcane Abjuration", :description "Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures. As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA 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. It also can't take reactions. For its action, it can use use the Dash action or try to escape from an effect that prevents it form moving. If there's nowhere to move, then the creature can use the Dodge action.\nAfter you reach 5th level, when a creature fails its saving throw against you Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below.\n\nCleric level - Banishes Creatures of CR\n5th - 1/2 or lower\n8th - 1 or lower\n11th - 2 or lower\n14th - 3 or lower\n17th - 4 or lower", :level 2} {:name "Spell Breaker", :level 6, :description "Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell."} {:name "Potent Spellcasting", :level 8, :description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip."} {:name "Arcane Mastery", :description "At 17th level, you choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.", :level 17}], :level-modifiers [], :option-pack "Sword Coast Adventurer's Guide", :name "Arcana Domain", :key :arcana-domain, :cleric-spells {1 {0 :detect-magic, 1 :magic-missile}, 2 {0 :magic-weapon, 1 :nystuls-magic-aura}, 3 {0 :aura-of-vitality, 1 :magic-circle}, 4 {0 :arcane-eye, 1 :leomunds-secret-chest}, 5 {0 :planar-binding, 1 :teleportation-circle}}}, :way-of-the-sun-soul {:class :monk, :traits [{:name "Radiant Sun Bolt", :level 3, :description "Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a ranged spell attack you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. It deals a amount of radiant damage equal to your Martial Arts die, as shown on the Monk table.\nWhen you use the attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action."} {:name "Searing Arc Strike", :description "At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st level spell burning hands as a bonus action.\nYou can spend additional ki points to cast burning hands at a higher level. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (round down).", :level 6} {:name "Searing Sunburst", :description "At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you can create an orb of light and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in that 20 foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.\nYou can increase the sphere's power by spending ki points. Each point of ki you spend, up to a maximum of 3, increases the damage by 2d6.", :level 11} {:name "Sun Shield", :description "At 17th level, you become wreathed in a luminous aura. You shed bright light in a 30 foot radius and dim light for an additional 30 feet. You can extinguish or restore this light as a bonus action.\nIf a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage equal to 5 plus your Wisdom modifier to the creature.", :level 17}], :level-modifiers [{:level 6, :type :spell, :value {:level 1, :ability :wis, :key :burning-hands}}], :option-pack "Sword Coast Adventurers Guide (arandomstringofnum#2919)", :name "Way of the Sun Soul", :key :way-of-the-sun-soul}, :mastermind {:class :rogue, :traits [{:name "Master of Intrigue", :level 3, :description "When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language."} {:name "Master of Tactics", :level 3, :description "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you."} {:name "Insightful Manipulator ", :level 9, :description "Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:\n-Intelligence score\n-Wisdom score\n-Charisma score\n-Class levels (if any)\nAt the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any."} {:level 13, :name "Misdirection", :description "Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you."} {:level 17, :name "Soul of Deceit", :description "Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can’t be compelled to tell the truth by magic."}], :level-modifiers [], :option-pack "Sword Coast Adventurer's Guide", :name "Mastermind", :key :mastermind}, :way-of-the-long-death {:class :monk, :traits [{:level 3, :description "Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + you monk level (minimum 1).", :name "Touch of Death"} {:name "Hour of Reaping", :level 6, :description "At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. As an action, each creature within 30 feet of you that can see you must make a Wisdom saving throw or be frightened of you until the end of your next turn."} {:name "Mastery of Death", :level 11, :description "Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead."} {:name "Touch of the Long Death", :description "Starting at 17th level, your touch can channel the touch of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend up to 10 ki points. The target must make a Constitution saving throw or take 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.", :level 17}], :level-modifiers [], :option-pack "Sword Coast Adventurer's Guide", :name "Way of the Long Death", :key :way-of-the-long-death}, :the-undying {:class :warlock, :traits [{:name "Among the Dead", :description "Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.\nAdditionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell."} {:name "Defy Death", :description "Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can ragain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 6} {:name "Undying Nature", :description "Beginning at 10 level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.\nIn addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.", :level 10} {:name "Indestructible Life", :level 14, :description "When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.\nOnce you use this feature, you can’t use it again until you finish a short or long rest."}], :level-modifiers [], :option-pack "Sword Coast Adventurer's Guide", :name "The Undying", :key :the-undying, :warlock-spells {1 {0 :false-life, 1 :ray-of-sickness}, 2 {0 :blindness-deafness, 1 :silence}, 3 {0 :feign-death, 1 :speak-with-dead}, 4 {0 :aura-of-life, 1 :death-ward}, 5 {0 :contagion, 1 :legend-lore}}}, :path-of-the-battlerager {:class :barbarian, :traits [{:description "When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon (see below).\nWhile wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage, plus your Strength modifier.\nAdditionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.\n\nSpiked armor is a rare variety of medium armor, created only by battleragers. It consists of a leather coat and leggings covered in metal spikes.\nAC: 14 + Dexterity modifier (Max 2)\nStealth: Disadvantage\nWeight: 45 lbs\nCost: 75 GP", :name "Battlerager Armor", :level 3} {:level 6, :name "Reckless Abandon", :description "Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (min. 1). They vanish when your rage ends."} {:name "Battlerager Charge", :level 10, :description "Beginning at 10th level, you can take the Dash action as a bonus action while raging."} {:name "Spiked Retribution", :level 14, :description "Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor."}], :level-modifiers [], :option-pack "Sword Coast Adventurer's Guide", :name "Path Of The Battlerager", :key :path-of-the-battlerager}, :swashbuckler {:class :rogue, :traits [{:name "Fancy Footwork", :level 3, :description "When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.\n\nTwo‐Weapon Fighting Note: Other rogue characters must use a bonus action to Disengage if they want to escape a melee, but you can use your bonus action to fight with two weapons, and then safely evade each foe you attacked."} {:level 3, :name "Rakish Audacity", :description "Starting at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you and you don't have disadvantage. All the other rules for the Sneak Attack class feature still apply to you."} {:level 9, :name "Panache", :description "At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.\n-If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.\n-If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it."} {:level 13, :name "Elegant Maneuver", :description "Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn."} {:level 17, :name "Master Duelist", :description "Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest."}], :level-modifiers [], :option-pack "Sword Coast Adventurer's Guide", :name "Swashbuckler", :key :swashbuckler}, :banneret {:class :fighter, :traits [{:name "Rallying Cry", :level 3, :description "When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hits points equal to your fighter level, provided they can see or hear you."} {:name "Royal Envoy", :level 7, :description "At 7th level, you gain proficiency in the Persuasion skill, and can add double your proficiency bonus to any ability check that uses Persuasion. If you already are proficient in Persuasion, you may instead become proficient in any of the following skills: Animal Handling, Insight, Intimidation, or Performance."} {:name "Inspiring Surge", :level 10, :description "Starting at 10th level, whenever you use your Action Surge feature, you can choose one creature within 60 feet that is allied to you. That creature can use its reaction to make one melee or ranged weapon attack, provided it can see or hear you.\nAt 17th level, you can choose two allies within 60 feet, instead of one."} {:name "Bulwark", :level 15, :description "Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, Wisdom, or Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll it saving throw and must use the new roll."}], :level-modifiers [], :option-pack "Sword Coast Adventurer's Guide", :name "Banneret", :key :banneret}, :school-of-bladesinging {:class :wizard, :traits [{:name "Training in War and Song", :description "When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don't already have it.", :level 2} {:name "Bladesong", :description "Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss the Bladesong at any time you choose (no action required).\nWhile your Bladesong is active, you gain the following benefits:\n-You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).\n-Your walking speed increases by 10 feet.\n-You have advantage on Dexterity (Acrobatics) checks.\n-You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).\n-You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.", :level 2} {:name "Extra Attack", :description "Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.", :level 6} {:level 10, :name "Song of Defense", :description "Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level"} {:level 14, :name "Song of Victory", :description "Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active."}], :level-modifiers [{:level 2, :type :armor-prof, :value :light} {:level 2, :type :skill-prof, :value :performance}], :option-pack "Sword Coast Adventurer's Guide", :name "School of Bladesinging", :key :school-of-bladesinging}, :oath-of-the-crown {:class :paladin, :traits [{:name "Channel Divinity: Champion Challenge", :description "You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you."} {:name "Channel Divinity: Turn the Tide", :description "As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points."} {:level 7, :name "Divine Allegiance", :description "Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way."} {:level 15, :name "Unyielding Spirit", :description "Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned."} {:level 20, :name "Exalted Champion", :description "At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:\n-You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n-Your allies have advantage on death saving throws while within 30 feet of you.\n-You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.\nThis effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest."}], :level-modifiers [{:type :spell, :value {:ability :cha, :key :command, :level 1}} {:type :spell, :value {:level 1, :ability :cha, :key :compelled-duel}} {:level 5, :type :spell, :value {:ability :cha, :level 2, :key :warding-bond}} {:level 5, :type :spell, :value {:ability :cha, :level 2, :key :zone-of-truth}} {:level 9, :type :spell, :value {:ability :cha, :level 3, :key :aura-of-vitality}} {:level 9, :type :spell, :value {:ability :cha, :level 3, :key :spirit-guardians}} {:level 13, :type :spell, :value {:ability :cha, :level 4, :key :banishment}} {:level 13, :type :spell, :value {:ability :cha, :level 4, :key :guardian-of-faith}} {:level 17, :type :spell, :value {:ability :cha, :level 5, :key :circle-of-power}} {:level 17, :type :spell, :value {:ability :cha, :level 5, :key :geas}} {:type :saving-throw-advantage, :value :paralyzed, :level 15} {:level 15, :type :saving-throw-advantage, :value :stunned}], :option-pack "Sword Coast Adventurer's Guide", :name "Oath of the Crown", :key :oath-of-the-crown}}}, "UA - Starter Spells (not reprinted) - (Fursplosion#0322)" {:orcpub.dnd.e5/spells {:guiding-hand {:description "You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you. If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.", :key :guiding-hand, :school "divination", :name "Guiding Hand", :duration "Concentration, up to 8 hours", :level 1, :option-pack "UA Starter Spells", :components {:verbal true, :somatic true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard true, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "5 feet"}, :healing-elixir {:description "You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.\n", :key :healing-elixir, :school "conjuration", :name "Healing Elixir", :duration "24 hours", :level 1, :option-pack "UA Starter Spells", :components {:verbal true, :somatic true, :material true, :material-component "Alchemist's supplies"}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self"}, :puppet {:description "Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.\n", :key :puppet, :school "enchantment", :name "Puppet", :duration "Instantaneous", :level 1, :option-pack "UA Starter Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "120 feet"}, :sense-emotion {:description "You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.\n", :key :sense-emotion, :school "divination", :name "Sense Emotion", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "UA Starter Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self"}, :wild-cunning {:description "You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:\n• If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.\n• If there is edible forage within range, you know it and where to find it.\n• If there is clean drinking water within range, you know it and where to find it.\n• If there is suitable shelter for you and your companions with range, you know it and where to find.\n• Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.\n• Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.\n", :key :wild-cunning, :school "transmutation", :name "Wild Cunning", :duration "Instantaneous", :level 1, :option-pack "UA Starter Spells", :components {:verbal true, :somatic true}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "120 feet"}, :unearthly-chorus {:description "Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration. Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.\n", :key :unearthly-chorus, :school "illusion", :name "Unearthly Chorus", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "UA Starter Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot-radius)"}, :sudden-awakening {:description "Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.\n", :key :sudden-awakening, :school "enchantment", :name "Sudden Awakening", :duration "Instantaneous", :level 1, :option-pack "UA Starter Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "10 feet"}, :virtue {:description "You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.\n", :key :virtue, :school "abjuration", :name "Virtue", :duration "1 round", :level 0, :option-pack "UA Starter Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :hand-of-radiance {:description "You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).\n", :key :hand-of-radiance, :school "evocation", :name "Hand of Radiance", :duration "Instantaneous", :level 0, :option-pack "UA Starter Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (5-foot radius)"}}}, "Homebrew" {:orcpub.dnd.e5/classes {:spatial-summoner {nil nil, :key :spatial-summoner, :level-modifiers [{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium} {:type :weapon-prof, :value :simple} {:type :weapon-prof, :value :shortsword} {:type :weapon-prof, :value :rapier} {:type :num-attacks, :level 5, :value 2}], :name "Spatial Summoner", :subclass-level 3, :option-pack "Homebrew", :subclass-title "Archetype", :spellcasting {:level-factor 1, :known-mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list {1 #{:alarm :tensers-floating-disk :detect-magic :beast-bond :shield :feather-fall :protection-from-evil-and-good :command :identify :longstrider :bane :heroism :unseen-servant :inflict-wounds :faerie-fire :healing-word :expeditious-retreat :absorb-elements :guiding-bolt :find-familiar :cure-wounds :mage-armor :jump}, 2 #{:magic-mouth :dust-devil :protection-from-poison :enhance-ability :lesser-restoration :barkskin :enlarge-reduce :darkvision :alter-self :animal-messenger :moonbeam :see-invisibility :detect-thoughts :levitate :spike-growth :warding-bond :blur :maximilian-s-earthen-grasp :invisibility :warding-wind :hold-person :spider-climb :darkness :misty-step}, 3 #{:daylight :sending :blink :sleet-storm :conjure-animals :stinking-cloud :dispel-magic :create-food-and-water :spirit-guardians :mass-healing-word :haste :fly :tongues :magic-circle :slow :wall-of-sand :wall-of-water :lightning-bolt :plant-growth :protection-from-energy :gaseous-form}, 4 #{:dimension-door :fabricate :elemental-bane :dominate-beast :banishment :polymorph :evards-black-tentacles :fire-shield :control-water :wall-of-fire :mordenkainens-faithful-hound :giant-insect :freedom-of-movement :conjure-woodland-beings :stoneskin}, 5 #{:creation :passwall :cloudkill :mass-cure-wounds :dominate-person :control-winds :insect-plague :hold-monster :teleportation-circle :planar-binding :tree-stride :wall-of-force :conjure-elemental :wall-of-stone :reincarnate}, 6 #{:planar-ally :globe-of-invulnerability :programmed-illusion :magic-jar :wall-of-ice :sunbeam :investiture-of-ice :harm :true-seeing :drawmijs-instant-summons :flesh-to-stone :bones-of-the-earth :heal :contingency :conjure-fey :investiture-of-wind :investiture-of-stone :primordial-ward :investiture-of-flame}, 7 #{:conjure-celestial :etherealness :mirage-arcane :plane-shift :project-image :sequester :simulacrum :teleport}, 8 #{:antimagic-field :antipathy-sympathy :control-weather :demiplane :dominate-monster :incendiary-cloud :maze :sunburst}, 9 #{:gate :imprisonment :mass-heal :prismatic-wall :shapechange :true-polymorph}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/cha true, :orcpub.dnd.e5.character/con true}, :skill-expertise-options {:choose 1, :options {:religion false, :persuasion false, :investigation false, :perception false, :animal-handling false, :nature false, :intimidation false, :arcana false, :insight false}}, :skill-options {:options {:animal-handling true, :insight true, :intimidation true, :investigation true, :nature true, :perception true, :persuasion true, :religion true}, :choose 2}}, :hit-die 10, :traits [{:name "Summoners Bond", :description "Due to the nature of the summoning, eidolons are resistant to attempts to control the eidolon's movement, mind or attacking abilities. This gives the eidolon advantage on rolls against fear and charm effects, and any effects that can be shrugged off by self harming actions will also be ended when the eidolon is commanded to harm their summoner."} {:level 2, :name "Bond Senses", :description "Starting at 2nd level, a summoner can, as an action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of minutes per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a bonus action."} {:name "Maker's Call", :description "At 6th level, as an action, a summoner can call his eidolon to his side. This functions as the spell dimension door. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels ", :level 6} {:name "Aspect", :description "Starting at the 10th level, a summoner can divert up to 2 points per summoner level from his eidolon's evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon's evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon's evolutions.", :level 10} {:name "Shield Ally", :description "Beginning at 14th level, whenever a friendly creature is adjacent to the Eidolon, it receives half cover.", :level 14} {:name "Life Bond", :description "Beginning at 18th level, a summoner's life becomes linked to his Eidolon's. Whenever either the Eidolon or the Summoner takes damage, as a reaction either may sacrifice hit points up to the amount of the damage taken, and not in excess of their current hit points. If they do, they prevent damage equal to the number of hit points lost this way. The Eidolon may only choose to sacrifice hit points if the summoner is damaged, and the summoner may only sacrifice hit points if the Eidolon is damaged.", :level 18} {:name "Twin Eidolon", :description "At 20th level, a summoner and his eidolon share a true connection. As an action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form. Items with continuous effects continue to function while absorbed in this way. The summoner loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon's evolutions. The summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a bonus action. This feature recharges on a long rest.", :level 20}]}, :eidolon-emmat-dragon- {:hit-die 10, :ability-increase-levels [4 8 12 16 19], :traits [], :level-modifiers [{:type :skill-prof, :value :arcana} {:type :skill-prof, :value :history} {:type :skill-prof, :value :insight} {:type :skill-prof, :value :intimidation} {:type :skill-prof, :value :investigation} {:type :skill-prof, :value :survival} {:type :flying-speed, :value 60}], :name "Eidolon (Emmat Dragon)", :option-pack "Homebrew", :profs {:save {:orcpub.dnd.e5.character/dex true, :orcpub.dnd.e5.character/con true}}, :key :eidolon-emmat-dragon-}, :eidolon-emmat-human- {nil nil, :key :eidolon-emmat-human-, :level-modifiers [{:type :skill-prof, :value :arcana}], :name "Eidolon (Emmat Human)", :option-pack "Homebrew", :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/str true, :orcpub.dnd.e5.character/con true}, :skill-options {:choose 2, :options {:acrobatics true, :stealth true, :insight false, :perception true, :survival true, :intimidation false, :sleight-of-hand true, :persuasion true}}}, :hit-die 10, :traits []}, :wizard-summoner {nil nil, :key :wizard-summoner, :level-modifiers [], :name "Wizard Summoner", :subclass-level 2, :option-pack "Homebrew", :subclass-title "School of Evocation", :spellcasting {:level-factor 1, :known-mode :schedule, :ability :orcpub.dnd.e5.character/int, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw :wizard, :cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:dancing-lights :ray-of-frost :acid-splash :mage-hand :thorn-whip :booming-blade :minor-illusion :fire-bolt :mending :resistance :shocking-grasp :friends :chill-touch :true-strike :poison-spray :light :blade-ward :thaumaturgy :prestidigitation :message :green-flame-blade}, 1 #{:thunderwave :alarm :tensers-floating-disk :ray-of-sickness :detect-magic :beast-bond :shield :feather-fall :grease :magic-missile :protection-from-evil-and-good :witch-bolt :command :fog-cloud :identify :longstrider :comprehend-languages :bane :disguise-self :heroism :unseen-servant :inflict-wounds :faerie-fire :false-life :healing-word :expeditious-retreat :tashas-hideous-laughter :absorb-elements :charm-person :guiding-bolt :find-familiar :illusory-script :mage-armor :burning-hands :sleep :color-spray :jump :silent-image :arms-of-hadar :chromatic-orb}, 2 #{:magic-mouth :crown-of-madness :arcane-lock :spiritual-weapon :gentle-repose :blindness-deafness :dust-devil :scorching-ray :rope-trick :protection-from-poison :continual-flame :enhance-ability :lesser-restoration :barkskin :enlarge-reduce :shatter :nystuls-magic-aura :darkvision :alter-self :ray-of-enfeeblement :suggestion :animal-messenger :moonbeam :see-invisibility :magic-weapon :detect-thoughts :levitate :locate-object :spike-growth :mirror-image :cloud-of-daggers :phantasmal-force :flaming-sphere :melfs-acid-arrow :warding-bond :blur :maximilian-s-earthen-grasp :invisibility :warding-wind :hold-person :gust-of-wind :spider-climb :darkness :knock :web :misty-step}, 3 #{:daylight :counterspell :blink :conjure-animals :dispel-magic :create-food-and-water :haste :fly :gaseous-form}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/int true, :orcpub.dnd.e5.character/wis true, :orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/cha true}, :skill-options {:choose 2, :options {:arcana true, :history true, :insight true, :investigation true, :medicine true, :religion true}}, :skill-expertise-options {:options {:religion true, :persuasion true, :investigation true, :perception true, :animal-handling true, :nature true, :intimidation true, :arcana true, :insight true}}}, :hit-die 8, :traits []}}, :orcpub.dnd.e5/subclasses {:synergist {:class :spatial-summoner, :traits [{:level 3, :name "Combat Training", :description "At 3rd level, when you select this archetype, you gain proficiency with martial weapons and heavy armour. You may still perform the somatic components of spells while using a weapon and shield, or a two-handed weapon."} {:name "Lesser Aspect", :description "At 7th level, the Synergist may choose to divert 1 point away from your Eidolon's evolution point pool. If you do, you remove it from the total points your Eidolon has access to and add it to yourself. You may then select an evolution you would qualify for. The total points and evolution can be changed at any time you could change your Eidolon's evolutions, but is otherwise permanent. This stacks with the Aspect class feature gained at level 10.", :level 7} {:name "Aspect Efficiency", :level 11, :description "At 11th level, your Eidolon only loses half a point from its evolution pool (rounded up) for each point you divert to yourself."} {:level 15, :name "Greater Aspect", :description "At 15th level, the Synergist may choose to divert up to 5 points away from your Eidolon's evolution point pool. If you do, you remove these from the total points your Eidolon has access to and add them to yourself. You may then select evolutions you would qualify for. The total points and evolutions can be changed at any time you could change your Eidolon's evolutions, but is otherwise permanent. This stacks with the Lesser Aspect and Aspect class features.\n\nNote: The \"Aspect Efficiency\" class feature does not double the amount of points you may divert from your Eidolon. It simply reduces the total amount you actually divert by half. IE: A 15th level Eidolist diverts the full 8 points (the max allowed by his class features) away from his Eidolon to use himself, and his Eidolon loses only 4 points."}], :level-modifiers [], :name "Synergist", :option-pack "Homebrew", :key :synergist}, :eidolist {:class :spatial-summoner, :traits [{:level 3, :name "Enduring Eidolon", :description "Beginning at 3rd level when you select this archetype, your eidolon gains 6 additional hit points, and gains two additional hit points whenever you gain a level in summoner."} {:name "Strong Bond", :description "Beginning at 7th level, an Eidolist can summon one of two eidolons as an action. The second eidolons build of your choosing. Only one eidolon can be summoned at a time. You also only need a long rest before you can change the characteristics of one of the eidolons builds.", :level 7} {:name "Evolutionist", :level 11, :description "At 11th level an Eidolist adds 4 points to the evolution pool of their eidolon"} {:name "Merge Forms", :level 15, :description "At 15th level, as an action, an Eidolist can touch his Eidolon and the two can merge forms. This transformation includes all of the summoner's gear. While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the eidolon (although durations continue to expire).\n\nThe summoner can cast spells while inside the eidolon by taking control of the eidolon for the duration of the casting. Any material components used for these spells are taken from the summoner's gear, even though they are otherwise inaccessible. The summoner can direct all of the eidolon's actions while merged, can perceive through its senses, and can speak through its voice.\n\nAn Eidolist can end this effect at any time as a bonus action. The Eidolist emerges in a square adjacent to the Eidolon if able. If the Eidolon is returned to its home plane while the summoner is merged with it, the summoner is immediately ejected, taking 4d6 points of force damage, and is stunned for 1 minute."}], :level-modifiers [], :name "Eidolist", :option-pack "Homebrew", :key :eidolist}, :broodmaster {:class :spatial-summoner, :traits [{:name "Summon Monster I", :level 3, :description "Beginning at 3rd level when you choose this archetype a Broodmaster may cast the spell Conjure Animals or Conjure Lesser Demons once per long rest as an action without consuming a spell slot. This spell does not count against the number of spells known by the summoner"} {:name "Summon Monster II", :description "Beginning at 7th level, a Broodmaster may cast the spell Conjure Elemental or Conjure Vrock (requiring no material component or offering; all other conditions of the spell must still be followed) once per long rest as an action without consuming a spell slot. This spell does not count against the number of spells known by the summoner. This ability has a separate daily use from Summon Monster I.", :level 7} {:name "Summon Monster III", :description "Beginning at 11th level, a Broodmaster may cast the spell Conjure Fey or Conjure Hezrou (requiring no material component or offering; all other conditions of the spell must still be followed) once per long rest as an action without consuming a spell slot. This spell does not count against the number of spells known by the summoner. This ability has a seperate daily use from Summon Monster I and II.", :level 11} {:name "Master Summoner", :description "Beginning at 15th level, any summon spell the Broodmaster casts using the summon monster class feature is now cast as if using a 9th level spell slot. Additionally, a Broodmaster has advantage on any concentration checks to maintain spells", :level 15}], :level-modifiers [], :option-pack "Homebrew", :name "Broodmaster", :key :broodmaster}, :divisionist {:class :spatial-summoner, :traits [{:name "Divided Eidolon", :level 3, :description "At 3rd level, when you select this archetype, you gain the ability to divide your Eidolon's power amongst multiple bodies. The Divisionist is able to control a number of Divided Eidolons at a time equal to 1 + half his proficiency bonus, rounded down. When creating additional Eidolons, use the same method used to create the first Eidolon, but all of their ability scores suffer a -2 penalty, they start with 4 HP + their Constitution bonus, and gain 3 HP + their Constitution bonus at each new level (these changes apply to the original Eidolon as well). Divided Eidolons provide only half the normal bonus from the Shield Ally class feature, and the bonus does not stack if an ally is adjacent to more than one Eidolon. Each Eidolon may have a different base form and type. The total number of Evolution points available remains the same regardless of the number of Eidolons you possess, but is split between them all. Because of their inherent link, a single Divided Eidolon may not possess more than 4 more evolutions points than another Divided Eidolon. All Eidolons are summoned at the same time. Eidolons are banished individually when defeated, but may be dismissed by the Summoner as a group. Eidolon creation is PERMANENT. Make sure you want another Eidolon before you create it."} {:name "Linked Senses", :description "At 7th level, your Divided Eidolons have learned how to share their senses. As long as all of your Eidolons are within 30 feet of each other, visible attackers can not gain advantage on attacks against them. In addition, they all gain the benefits of any sensory bonuses at least one of them has (low-light vision, scent, multiple heads, etc). This class feature only applies if you control at least 2 Divided Eidolons.", :level 7} {:name "Spell Efficiency", :description "At 11th level, when you cast a spell on one of your Divided Eidolons, you may choose to have it affect all of them. This only applies to spells you cast on your Eidolons. This class feature only applies if you control at least 2 Divided Eidolons.", :level 11} {:name "Evolutionary Chain", :description "At 15th level, your Divided Eidolons have learned to share their power. If you control 2 Divided Eidolons, choose any 2-point or lower evolution they both qualify to take. If you control 3 or more Divided Eidolons, choose any 1-point evolution they all qualify to take. They receive this evolution for free. This evolution can be changed at any time you may change your Eidolons' other evolutions, but they must all still qualify to receive it, and is otherwise permanent. Extra evolution points may not be spent on this free evolution, except individually, and are removed from the evolution point pool total as normal when spent this way. This class feature only applies if you control at least 2 Divided Eidolons.\n\nNote: When using the Bond Senses or Maker's Call class feature, you select one Eidolon to target. Your Eidolons may not sacrifice hit points for each other using the Life Bond class feature. At 20th level, when using the Twin Eidolon class feature, you split into a single copy of each Eidolon you currently control.", :level 15}], :level-modifiers [], :name "Divisionist", :option-pack "Homebrew", :key :divisionist}}, :orcpub.dnd.e5/races {:half-dragon {:key :half-dragon, :speed 30, :name "Half-Dragon", :darkvision 60, :abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Homebrew", :profs {:weapon-proficiency-options {:options {:halberd true, :longsword true, :war-pick false, :flail false, :greatsword true, :spear true, :warhammer true, :greataxe true, :morningstar true, :maul true, :lance true, :scimitar false}, :choose 2}}, :languages #{"Common" "Draconic"}, :props {:swimming-speed 30, :lizardfolk-ac false, :weapon-prof {:simple true}, :armor-prof {:heavy true, :shields true}, :damage-immunity {:fire false, :cold false, :acid false, :lightning false, :poison false, :radiant false, :thunder false}, :skill-prof {:perception true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning true, :radiant false, :thunder false}}, :traits [{:description "Scales run down your arms to your fingertips, protruding over to make a set of pseudo-claws. These are natural weapons, which you can use to make unarmed strikes. You deal damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.", :name "Clawed Hands"} {:name "Relentless Endurance", :description "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest."} {:name "Draconic Resistance", :description "Choose one type of dragon from the Draconic Ancestry table. You have immunity to the damage type associated with your draconic ancestry."}]}, :eidolon-emmet-dragon-race- {:key :eidolon-emmet-dragon-race-, :speed 40, :name "Eidolon (Emmet Dragon Race)", :abilities {:orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Homebrew", :languages #{}, :props {:flying-speed 40}, :traits []}}, :orcpub.dnd.e5/feats {:summoners-bond {:ability-increases #{}, :prereqs #{}, :option-pack "Homebrew", :description "Due to the nature of the summoning, eidolons are resistant to attempts to control the eidolon's movement, mind or attacking abilities. This gives the eidolon advantage on rolls against fear and charm effects, and any effects that can be shrugged off by self harming actions will also be ended when the eidolon is commanded to harm their summoner.", :name "Summoner's Bond", :key :summoners-bond}, :enduring-eidolon {:ability-increases #{}, :prereqs #{}, :option-pack "Homebrew", :props {:max-hp-bonus 2}, :name "Enduring Eidolon", :key :enduring-eidolon, :description "Beginning at 3rd level when you select this archetype, your eidolon gains 6 additional hit points, and gains two additional hit points whenever you gain a level in summoner.", :path-prereqs {:race {:eidolon-emmet-dragon-race- false}}}, :makers-call {:ability-increases #{}, :prereqs #{}, :option-pack "Homebrew", :name "Maker's Call", :description "At 6th level, as an action, a summoner can call his eidolon to his side. This functions as the spell dimension door. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.", :key :makers-call}}}, "Volos Guide to Monsters (arandomstringofnum#2919)" {:orcpub.dnd.e5/races {:yuan-ti-pureblood {:key :yuan-ti-pureblood, :speed 30, :name "Yuan-Ti Pureblood", :darkvision 60, :abilities {:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Abyssal" "Draconic"}, :props {:damage-immunity {:poison true}}, :traits [{:name "Innate Spellcasting", :description "You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells."} {:name "Magic Resistance", :description "You have an advantage on saving throws against spells and other magical effects."}]}, :tortle {:key :tortle, :speed 30, :name "Tortle", :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Aquan"}, :props {:tortle-ac true, :skill-prof {:survival true}}, :traits [{:name "Claws", :description "Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike"} {:name "Hold Breath", :description "You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air"} {:name "Shell Defense", :description "You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell"}]}, :bugbear {:key :bugbear, :speed 30, :name "Bugbear", :darkvision 60, :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Goblin"}, :traits [{:name "Long-Limbed", :description "When you make a melee attack on your turn, your reach for it is 5 feet greater than normal."} {:name "Powerful Build", :description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift"} {:name "Surprise Attack", :description " If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat."}]}, :orc {:key :orc, :speed 30, :name "Orc", :darkvision 60, :abilities {:orcpub.dnd.e5.character/int -2, :orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Orc"}, :props {:skill-prof {:intimidation true}}, :traits [{:name "Aggressive", :description "As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started."} {:name "Powerful Build", :description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."}]}, :tabaxi {:key :tabaxi, :speed 30, :name "Tabaxi", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common"}, :props {:skill-prof {:perception true, :stealth true}}, :traits [{:name "Languages", :description "Common and a language of the players choice"} {:name "Feline Agility", :description "Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of your turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns"} {:name "Cat's Claws", :description "Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike"}]}, :kenku {:size :medium, :speed 30, :languages #{"Common"}, :traits [{:name "Expert Forgery", :description "You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects."} {:name "Kenku Training", :description "You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand."} {:name "Mimicry", :description "You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check."}], :option-pack "Volo's Guide to Monsters", :name "Kenku", :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/wis 1}, :key :kenku}, :kobold {:key :kobold, :speed 30, :name "Kobold", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/str -2}, :size :small, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Draconic"}, :traits [{:name "Grovel, Cower, and Beg", :description "As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest."} {:name "Pack Tactics", :description "You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated"} {:name "Sunlight Sensitivity", :description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight"}]}, :hobgoblin {:key :hobgoblin, :speed 30, :name "Hobgoblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Goblin"}, :props {:armor-prof {:light true}}, :traits [{:name "Martial Training", :description "You are proficient with two martial weapons of your choice and with light armor"} {:name "Saving Face", :description "Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest."}]}, :triton {:key :triton, :speed 30, :name "Triton", :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Primordial"}, :props {:swimming-speed 30, :damage-resistance {:cold true}}, :traits [{:name "Amphibious", :description "You can breathe air and water"} {:name "Control Air and Water", :description "A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells"} {:name "Emissary of the Sea", :description "Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return."} {:name "Guardians of the Depths", :description "Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment"}]}, :firbolg {:size :medium, :speed 30, :languages #{"Common" "Elvish" "Giant"}, :traits [{:name "Firbolg Magic", :description "Once per short or long rest you can cast both the Detect Magic and Disguise Self spells using Wisdom as your spellcasting ability. This version of Disguise Self lets you appear up to 3 feet shorter, thus allowing you to blend in with humans and elves."} {:name "Hidden Step", :description "Once per short or long rest, you can magically turn Invisible until the start of your next turn as a bonus action. The ability ends early if you attack, deal any damage, or force anyone to make a saving throw."} {:name "Powerful Build", :description "When determining your carry, push, drag, or lift capacity, you count as one size larger."} {:name "Speech of Beast and Leaf", :description "You can communicate with beasts and plants. You also have advantage on Charisma checks to influence them. These creatures can understand the meaning of your words, even though you cannot understand them in return."}], :option-pack "Volo's Guide to Monsters", :name "Firbolg", :abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 2}, :key :firbolg}, :goblin {:key :goblin, :speed 30, :name "Goblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Goblin"}, :traits [{:name "Fury of the Small", :description "When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you finish this trait, you can't use it again until you finish a short or long rest."} {:name "Nimble Escape", :description "You can take the Disengage or Hide action as a bonus action on each of your turns"}]}, :lizardfolk {:key :lizardfolk, :speed 30, :name "Lizardfolk", :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Draconic"}, :props {:swimming-speed 30, :lizardfolk-ac true}, :traits [{:name "Bite Attack", :description "Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."} {:name "Hold Breath", :description "You can hold your breath for 15 minutes."} {:name "Hunter's Lore", :description "You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival."} {:name "Hungry Jaws", :description "In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest."}]}, :aasimar {:key :aasimar, :speed 30, :name "Aasimar", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Celestial"}, :traits [{:name "Light Bearer", :description "You know the light cantrip. Use charisma if someone tries to dispel it."} {:name "Healing Hands", :description "As an action, you can touch a creature and heal a number of hit points equal to your level, once per long rest."}]}}, :orcpub.dnd.e5/subraces {:protector-aasmiar {:race :aasimar, :traits [{:name "Radiant Soul", :description "Starting at 3rd level, you can unleash the divine energy as an action. When you do so, your eyes glimmer and two luminous, ghost-like wings emerge from your back and you gain a flying speed of 30 feet. The transformation lasts for 1 min, and once on each of your turns you can deal extra radiant damage equal to your level, whenever you damage a creature with an attack or spell. You can cancel Radiant Soul with a bonus action, and cannot use it again until you take a long rest."}], :option-pack "Volo's Guide to Monsters", :name "Protector Aasmiar", :abilities {:orcpub.dnd.e5.character/wis 1}, :props {:damage-resistance {:necrotic true, :radiant true}}, :key :protector-aasmiar}, :scourge-aasimar {:race :aasimar, :traits [{:name "Radiant Consumption", :description "Starting at 3rd level, you can unleash your divine energy as an action. When you do so, searing light pours out your eyes and mouth for 1 min. During this time, you shed bright light for 10 feet, dim light for another 10 feet. At the end of each your turns, you and all creatures within 10 feet take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to a single creature equal to your level. You can cancel Radiant Consumption as a bonus action and must finish a long rest before you can use this ability again."}], :option-pack "Volo's Guide to Monsters", :name "Scourge Aasimar", :abilities {:orcpub.dnd.e5.character/con 1}, :props {:damage-resistance {:radiant true, :necrotic true}}, :key :scourge-aasimar}, :fallen-aasimar {:race :aasimar, :traits [{:name "Necrotic Shroud", :description "Starting at 3rd level, you can unleash your divine energy as an action, causing your eyes to turn into pools of darkness and two skeletal, ghost-like, flightless wings sprout from your back. The instant you transform, all other creatures within 10 feet that can see you become frightened until the end of your next turn if they fail a Charisma saving throw (DC 8 + your prof bonus + Charisma modifier). The transformation lasts for 1 min, and once on each of your turns you can deal extra necrotic damage equal to your level, whenever you damage a creature with an attack or spell. You can cancel Necrotic Shroud with a bonus action, and cannot use it again until you take a long rest."}], :option-pack "Volo's Guide to Monsters", :name "Fallen Aasimar", :abilities {:orcpub.dnd.e5.character/str 1}, :props {:damage-resistance {:necrotic true, :radiant true}}, :key :fallen-aasimar}, :duergar-dwarves {:race :dwarf, :traits [{:name "Duergar Resilience", :description "Advantage on saves vs illusion"} {:name "Languages", :description "Common, Dwarvish, and Undercommon."} {:name "Duergar Magic", :description "At 3rd level, you can cast the Enlarge on yourself once per long rest. At 5th level, you can cast Invisibility once per long rest. You need no material components and you can't cast either of them in direct sunlight, though sunlight has no effect once they're cast."} {:name "Sunlight Sensitivity", :description "Disadvantage on attack rolls and Perception (sight) checks when you or your target is in direct sunlight."}], :option-pack "Volo's Guide to Monsters", :name "Duergar Dwarves", :abilities {:orcpub.dnd.e5.character/str 1}, :darkvision 120, :props {:saving-throw-advantage {:charmed true, :paralyzed true}}, :key :duergar-dwarves}}, :orcpub.dnd.e5/languages {:aquan {:name "Aquan", :option-pack "Volo's Guide to Monsters", :key :aquan}}}, "Players Hand Book (arandomstringofnum#2919)" {:orcpub.dnd.e5/subclasses {:the-archfey {:key :the-archfey, :level-modifiers [], :name "The Archfey", :option-pack "Player Handbook", :class :warlock, :warlock-spells {1 {0 :faerie-fire, 1 :sleep}, 2 {0 :calm-emotions, 1 :phantasmal-force}, 3 {0 :blink, 1 :plant-growth}, 4 {0 :dominate-beast, 1 :greater-invisibility}, 5 {0 :dominate-person, 1 :seeming}}, :traits [{:description "Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throw are all charmed or frightened by you (your choice) until the end of your next turn.Once you use this feature, you can't use it again until you finish a short or long rest.", :name "Fey Presence"} {:description "Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.", :name "Misty Escape", :level 6} {:description "Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.", :name "Beguiling Defenses", :level 10} {:description "Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.", :name "Dark Delirium", :level 14}]}, :nature-domain {:key :nature-domain, :level-modifiers [{:value :heavy, :type :armor-prof}], :name "Nature Domain", :option-pack "Players Hand Book (arandomstringofnum#2919)", :cleric-spells {1 {0 :speak-with-animals, 1 :animal-friendship}, 2 {0 :barkskin, 1 :spike-growth}, 3 {0 :plant-growth, 1 :wind-wall}, 4 {0 :dominate-beast, 1 :grasping-vine}, 5 {0 :insect-plague, 1 :tree-stride}}, :class :cleric, :traits [{:description "At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.", :name "Acolyte of Nature"} {:description "Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.", :name "Channel Divinity: Charm Animals and Plants", :level 2} {:description "Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.", :name "Dampen Elements", :level 6} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.", :name "Divine Strike", :level 8} {:description "At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.", :name "Master of Nature", :level 17}], :profs {:skill-options {:options {:animal-handling true, :nature true, :survival true}}}}, :oath-of-the-ancients {:key :oath-of-the-ancients, :level-modifiers [{:value {:key :ensnaring-strike, :ability :cha, :level 1}, :type :spell, :level 3} {:value {:key :speak-with-animals, :ability :cha, :level 1}, :type :spell, :level 3} {:value {:key :moonbeam, :ability :cha, :level 2}, :type :spell, :level 5} {:value {:key :misty-step, :ability :cha, :level 2}, :type :spell, :level 5} {:value {:key :plant-growth, :ability :cha, :level 3}, :type :spell, :level 9} {:value {:key :protection-from-energy, :ability :cha, :level 3}, :type :spell, :level 9} {:value {:key :ice-storm, :ability :cha, :level 4}, :type :spell, :level 13} {:value {:key :stoneskin, :ability :cha, :level 4}, :type :spell, :level 13} {:value {:key :commune-with-nature, :ability :cha, :level 5}, :type :spell, :level 17} {:value {:key :tree-stride, :ability :cha, :level 5}, :type :spell, :level 17}], :name "Oath of the Ancients", :option-pack "Player Handbook", :class :paladin, :traits [{:description "You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.", :name "Channel Divinity: Nature’s Wrath", :level 3} {:description "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. 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.\nIt 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. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.", :name "Channel Divinity: Turn the Faithless", :level 3} {:description "Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.\n\nAt 18th level, the range of this aura increases to 30 feet.", :name "Aura of Warding", :level 7} {:description "Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.\nAdditionally, you suffer none of the drawbacks of old age, and you can't be aged magically.", :name "Undying Sentinel", :level 15} {:description "At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane.\nUsing your action, you undergo a transformation. For 1 minute, you gain the following benefits:\n-At the start of each of your turns, you regain 10 hit points.\n-Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.\n-Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.\nOnce you use this feature, you can't use it again until you finish a long rest.", :name "Elder Champion", :level 20}]}, :arcane-trickster {:key :arcane-trickster, :level-modifiers [], :name "Arcane Trickster", :option-pack "Player Handbook", :class :rogue, :spellcasting {:level-factor 3}, :traits [{:description "Arcane Tricksters gain the ability to cast Wizard spells to enhance their abilities, trick their foes, and defend themselves more effectively.\nCantrips: You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. At 10th level you learn another cantrip from the wizard spell list.\nSpells Known: You know three 1st level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The third can be from any school of magic.\nThereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20.\nThe spells you learn at 8th, 14th, and 20th level can come from any school of magic.\nWhenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list (of a level you can cast).\nSpellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. Your spell saving throw DC is 8+ your proficiency bonus + your Intelligence modifier. Your spell attack bonus is your proficiency bonus + your Intelligence modifier.\nSpell Slots: You start with two 1st level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.\n\nLevel\tCantrips\tKnown\t1st\t2nd\t3rd\t4th\n3rd\t3\t\t3\t2\t-\t-\t-\n4th\t3\t\t4\t3\t-\t-\t-\n7th\t3\t\t5\t4\t2\t-\t-\n8th\t3\t\t6\t4\t2\t\t\n10th\t4\t\t7\t4\t3\t-\t-\n11th\t4\t\t8\t4\t3\t\t\n13th\t4\t\t9\t4\t3\t2\t-\n14th\t4\t\t10\t4\t3\t2\t\n16th\t4\t\t11\t4\t3\t3\t-\n19th\t4\t\t12\t4\t3\t3\t1\n20th\t4\t\t13\t4\t3\t3\t1", :name "Spellcasting", :level 3} {:description "Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:\n-You can stow one object the hand is holding in a container worn or carried by another creature.\n-You can retrieve an object in a container worn or carried by another creature.\n-You can use thieves’ tools to pick locks and disarm traps at range.\nYou can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.", :name "Mage Hand Legerdemain", :level 3} {:description "Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.", :name "Magical Ambush", :level 9} {:description "At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you Advantage on attack rolls against that creature until the end of the turn, and therefore allowing you to Sneak Attack the creature when nobody else is within 5 feet.", :name "Versatile Trickster", :level 13} {:description "At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.\n-Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your Reaction to force the creature to make a saving throw with its spellcasting ability modifier.\n-The DC equals your spell save DC and on a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell).\n-For the next 8 hours, you know the spell, can cast it using your spell slots, and the creature can’t cast that spell until the 8 hours have passed.\n-Once you use this feature, you can’t use it again until you finish a long rest.", :name "Spell Thief", :level 17}]}, :way-of-the-four-elements {:key :way-of-the-four-elements, :level-modifiers [], :name "Way of the Four Elements", :option-pack "Player Handbook", :class :monk, :traits [{:description "When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.\nYou know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.\nWhenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.\nSome elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.\nOnce you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1)\nThe maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.\n\nLevels\t\tMax Ki\n5th-8th\t\t3\n9th-12th\t4\n13th-16th\t5\n17th-20th\t6\n\nBreath of Winter (17th Level Required): You can spend 6 ki points to cast cone of cold.\n\nClench of the North Wind (6th Level Required): You can spend 3 ki points to cast hold person.\n\nElemental Attunement: You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:\n-Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.\n-Instantaneously light or snuff out a candle, a torch, or a small campfire.\n-Chill or warm up to 1 pound of nonliving material for up to 1 hour.\n-Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.\n\nEternal Mountain Defense (11th Level Required): You can spend 5 ki points to cast stoneskin, targeting yourself.\n\nFangs of the Fire Snake: When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.\n\nFist of Four Thunders: You can spend 2 ki points to cast thunderwave.\n\nFist of Unbroken Air: You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.\n\nFlames of the Phoenix (11th Level Required): You can spend 4 ki points to cast fireball.\n\nGong of the Summit (6th Level Required): You can spend 3 ki points to cast shatter.\n\nMist Stance (11th Level Required): You can spend 4 ki points to cast gaseous form, targeting yourself.\n\nRide the Wind (11th Level Required): You can spend 4 ki points to cast fly, targeting yourself.\n\nRiver of Hungry Flame (17th Level Required): You can spend 5 ki points to cast wall of fire.\n\nRush of the Gale Spirits: You can spend 2 ki points to cast gust of wind.\n\nShape the Flowing River: As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or injure a creature in the area.\n\nSweeping Cinder Strike: You can spend 2 ki points to cast burning hands.\n\nWater Whip: You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.\n\nWave of Rolling Earth (17th Level Required): You can spend 6 ki points to cast wall of stone. ", :name "Disciple of the Elements", :level 3}]}, :school-of-divination {:key :school-of-divination, :level-modifiers [], :name "School of Divination", :option-pack "Player Handbook", :class :wizard, :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.", :name "Divination Savant", :level 2} {:description "Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.", :name "Portent", :level 2} {:description "Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.", :name "Expert Divination ", :level 6} {:description "Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.\nDarkvision: You gain darkvision out to a range of 60 feet, as described in chapter 8.\nEthereal Sight: You can see into the Ethereal Plane within 60 feet of you.\nGreater Comprehension: You can read any language.\nSee Invisibility: You can see invisible creatures and objects within 10 feet of you that are within line of sight.", :name "The Third Eye", :level 10} {:description "Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of What is to come. You roll three d20 for your Portent feature, rather than two.", :name "Greater Portent", :level 14}]}, :school-of-enchantment {:key :school-of-enchantment, :level-modifiers [], :name "School of Enchantment", :option-pack "Player Handbook", :class :wizard, :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.", :name "Enchantment Savant", :level 2} {:description "Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.\nOn subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.", :name "Hypnotic Gaze", :level 2} {:description "Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.\nYou must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.", :name "Instinctive Charm", :level 6} {:description "Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature", :name "Split Enchantment", :level 10} {:description "At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.\nAdditionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your Wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.", :name "Alter Memories", :level 14}]}, :wild-magic {:key :wild-magic, :level-modifiers [], :name "Wild Magic", :option-pack "Player Handbook", :class :sorcerer, :traits [{:description "Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.", :name "Wild Magic Surge"} {:description "Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Anytime before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.", :name "Tides of Chaos"} {:description "Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.", :name "Bend Luck", :level 6} {:description "At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.", :name "Controlled Chaos", :level 14} {:description "Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.", :name "Spell Bombardment", :level 18}]}, :battle-master- {:key :battle-master-, :level-modifiers [], :name "Battle Master ", :option-pack "Player Handbook", :class :fighter, :traits [{:description "Your study of the art of war not only in battle but out of it grants you a proficiency in an artisan tool of your choice.", :name "War Student", :level 3} {:description "Beginning at 3rd level, when you take the Battle Master archetype, you learn three special maneuvers from the list below. You may only use one maneuver every time you take the attack action. 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. \nSuperiority Dice: You start with 4 superiority dice. They are d8 and you use one whenever you use a maneuver. You regain them all when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. \nSaving Throws: If a maneuver requires a saving throw, the DC is 8+ your proficiency bonus + your Strength or Dexterity modifier (your choice). \n\nManeuver Choices\n\nCommanding Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. This effectively gives your ally a chance to attack on your turn, which allow for use of any turn-based benefits including Sneak Attack. \n\nDisarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. \n\nDistracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. \n\nEvasive Footwork: When you move on your turn, you can expend a superiority die, adding the total to your AC until you stop moving. \n\nFeinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll. \n\nGoading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has a disadvantage on all attack rolls against targets other than you until the end of your next turn. \n\nLunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll. \n\nManeuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. \n\nMenacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. \n\nParry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. \n\nPrecision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. \n\nPushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. \n\nRally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier. \n\nRiposte: When a character misses you with a melee attack, you can use your reaction and expend one more superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll. \n\nSweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. T he damage is of the same type dealt by the original attack. \n\nTrip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large of smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. You can expend a superior die, adding the total to the damage, and force the enemy to make a Strength save, or be knocked ", :name "Maneuvers", :level 3} {:description "When you reach 7th level, you can spend 1 minute watching your enemy in or out of combat. Doing so gives you information about their abilities. The DM can then tell you if the following enemy abilities are your equal to, stronger, or weaker than your own:\n-Strength ability score\n-Dexterity ability score\n-Constitution ability score\n-AC\n-Current HP\n-Total levels (if any)\n-Fighter levels (if any)", :name "Study Your Enemy ", :level 7} {:description "When you reach 10th level, your superiority dice turn into d10. When you reach level 18, your dice turn into d12.", :name "Improved Superior Combat ", :level 10} {:description "Starting at level 15, whenever you roll for initiative and have zero superiority dice, you get 1 superiority die back.", :name "Relentless ", :level 15}]}, :knowledge-domain {:key :knowledge-domain, :level-modifiers [], :name "Knowledge Domain", :option-pack "Player Handbook", :cleric-spells {1 {0 :command, 1 :identify}, 2 {0 :augury, 1 :suggestion}, 3 {0 :nondetection, 1 :speak-with-dead}, 4 {0 :arcane-eye, 1 :confusion}, 5 {0 :legend-lore, 1 :scrying}}, :class :cleric, :traits [{:description "At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.", :name "Blessing of Knowledge"} {:description "Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.", :name "Channel Divinity: Knowledge of the Ages", :level 2} {:description "At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.", :name "Channel Divinity: Read Thoughts", :level 2} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", :name "Potent Spellcasting", :level 8} {:description "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. Once you use this feature, you can’t use it again until you finish a short or long rest.\n\n-Object Reading: 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. Area\n\n-Reading: 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.", :name "Visions of the Past", :level 17}]}, :the-seeker {:key :the-seeker, :level-modifiers [{:value :fire, :type :damage-resistance, :level 10} {:value :cold, :type :damage-resistance, :level 10}], :name "The Seeker", :option-pack "Player Handbook", :class :warlock, :warlock-spells {1 {0 :feather-fall, 1 :jump}, 2 {0 :levitate, 1 :locate-object}, 3 {0 :clairvoyance, 1 :sending}, 4 {0 :arcane-eye, 1 :locate-creature}, 5 {0 :legend-lore, 1 :passwall}}, :traits [{:description "Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.", :name "Shielding Aurora"} {:description "At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1- hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.", :name "Pact Boon: Pact of the Star Chain", :level 3} {:description "At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.", :name "Astral Refuge", :level 6} {:description "At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.", :name "Far Wanderer", :level 10} {:description "Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.", :name "Astral Sequestration", :level 14}]}, :school-of-illusion {:key :school-of-illusion, :level-modifiers [], :name "School of Illusion", :option-pack "Player Handbook", :class :wizard, :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.", :name "Illusion Savant", :level 2} {:description "When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.", :name "Improved Minor Illusion", :level 2} {:description "Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.", :name "Malleable Illusions", :level 6} {:description "Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can’t use it again until you finish a short or long rest.", :name "Illusory Self", :level 10} {:description "By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can Choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.", :name "Illusory Reality", :level 14}]}, :eldritch-knight {:key :eldritch-knight, :level-modifiers [], :name "Eldritch Knight", :option-pack "Player Handbook", :class :fighter, :spellcasting {:level-factor 3}, :traits [{:description "You can augment your combat abilities with spell casting.\n-Cantrips: You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip.\n-Known Spells: You start with three 1st level wizard spells, two must come from the evocation and abjuration spell schools. The third spell can be from any Wizard school of magic.\n--Thereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20.\n--The spells you learn at 8th, 14th, and 20th level can come from any school of magic.\n--Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list (of a level you can cast).\n-Spellcasting Ability: Intelligence is what you use for spellcasting. Your spell DC is equal to 8 + proficiency bonus + Intelligence bonus. Your spell attack use proficiency + your Intelligence bonus.\n-Spell Slots: You start with two 1st level spell slots at Fighter level 3, and gain more as you gain more levels.\n\nLevel\tCantrips\tSpells\nKnown\n\nLevel\tCantrips\tSpells\t1st\t2nd\t3rd\t4th\n3rd\t2\t\t3\t2\t-\t-\t-\n4th\t2\t\t4\t3\t-\t-\t-\n7th\t2\t\t5\t4\t2\t-\t-\n8th\t2\t\t6\t4\t2\t\t\n10th\t3\t\t7\t4\t3\t-\t-\n11th\t3\t\t8\t4\t3\t\t\n13th\t3\t\t9\t4\t3\t2\t-\n14th\t3\t\t10\t4\t3\t2\t\n16th\t3\t\t11\t4\t3\t3\t-\n19th\t3\t\t12\t4\t3\t3\t1\n20th\t3\t\t13\t4\t3\t3\t1", :name "Spellcasting", :level 3} {:description "Over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons at once.", :name "Weapon Bond", :level 3} {:description "At level 7, you can use your action to cast a cantrip and make one weapon attack as a bonus action.", :name "War Magic", :level 7} {:description "At level 10, any creature you hit with a weapon attack has disadvantage on it's next save it makes against a spell you cast before the end of your next turn.", :name "Eldritch Strike", :level 10} {:description "At level 15, you can teleport up to 30 feet to a space you can see when using your Action Surge. The teleport can take place before or after the Action Surge.", :name "Arcane Charge", :level 15} {:description "At level 18, you can make one weapon attack as a bonus action whenever you use your action to cast a spell.", :name "Improved War Magic", :level 18}]}, :trickery-domain {:key :trickery-domain, :level-modifiers [], :name "Trickery Domain", :option-pack "Player Handbook", :cleric-spells {1 {0 :charm-person, 1 :disguise-self}, 2 {0 :mirror-image, 1 :pass-without-trace}, 3 {0 :blink, 1 :dispel-magic}, 4 {0 :dimension-door, 1 :polymorph}, 5 {0 :dominate-person, 1 :modify-memory}}, :class :cleric, :traits [{:description "Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.", :name "Blessing of the Trickster"} {:description "Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. 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.\nFor 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.", :name "Channel Divinity: Invoke Duplicity", :level 2} {:description "Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.", :name "Channel Divinity: Cloak of Shadows", :level 2} {:description "At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :name "Divine Strike", :level 8} {:description "At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.", :name "Improved Duplicity", :level 17}]}, :the-great-old-one {:key :the-great-old-one, :level-modifiers [], :name "The Great Old One", :option-pack "Player Handbook", :class :warlock, :warlock-spells {1 {0 :dissonant-whispers, 1 :tashas-hideous-laughter}, 2 {0 :detect-thoughts, 1 :phantasmal-force}, 3 {0 :clairvoyance, 1 :sending}, 4 {0 :dominate-beast, 1 :evards-black-tentacles}, 5 {0 :dominate-person, 1 :telekinesis}}, :traits [{:description "Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate (one-way) telepathically with 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.", :name "Awakened Mind"} {:description "At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.", :name "Entropic Ward", :level 6} {:description "Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.", :name "Thought Shield", :level 10} {:description "At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is charmed by you until a remove curse spell is cast on it, the charm condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.", :name "Create Thrall", :level 14}]}, :assassin {:key :assassin, :level-modifiers [], :name "Assassin", :option-pack "Player Handbook", :class :rogue, :traits [{:description "You gain proficiency with the disguise kit and the poisoner’s kit.", :name "Bonus Proficiencies", :level 3} {:description "Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have Advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.", :name "Assassinate", :level 3} {:description "Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certificates to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.", :name "Infiltration Expertise", :level 9} {:description "At the 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (deception) check you make to avoid detection.", :name "Impostor", :level 13} {:description "Starting at the 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus.) On a failed save, double the damage of your attack against the creature.", :name "Death strike", :level 17}]}, :path-of-the-totem-warrior {:key :path-of-the-totem-warrior, :level-modifiers [{:value {:key :speak-with-animals, :level 1}, :type :spell, :level 3} {:value {:key :beast-sense, :level 2}, :type :spell, :level 3} {:value {:key :commune-with-nature, :level 5}, :type :spell, :level 10}], :name "Path Of The Totem Warrior", :option-pack "Player Handbook", :class :barbarian, :traits [{:description "At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.\n\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.\n\n-Bear: While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.\n-Eagle: While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.\n-Wolf: While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.\n-Elk: The speed of the elk makes you extraordinarily swift. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet.\n-Tiger: The spirit of the tiger empowers your leaps. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance.", :name "Totem Spirit", :level 3} {:description "At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals.", :name "Spirit Seeker", :level 3} {:description "At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.\n\n-Bear: You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.\n-Eagle: You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\n-Wolf: You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).\n-Elk: The elk spirit helps you roam far and fast. Whether mounted or on foot, your travel pace is doubled, as is the pace of up to ten companions while they're within 60 feet of you and your aren't incapacitated.\n-Tiger: The cat spirit hones your survival instincts. You gain proficiency in two of the following skills: Athletics, Acrobatics, Stealth, Survival.", :name "Aspect of the Beast", :level 6} {:description "At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.", :name "Spirit Walker", :level 10} {:description "At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.\n\n-Bear: While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.\n-Eagle: While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\n-Wolf: While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\n-Elk: While raging, you can use a bonus action during your move to pass through the space of a Large of smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.\n-Tiger: While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.", :name "Totemic Attunement", :level 14}]}, :oath-of-vengeance {:key :oath-of-vengeance, :level-modifiers [{:value {:key :bane, :ability :cha, :level 1}, :type :spell, :level 3} {:value {:key :hunters-mark, :ability :cha, :level 1}, :type :spell, :level 3} {:value {:key :hold-person, :ability :cha, :level 2}, :type :spell, :level 5} {:value {:key :misty-step, :ability :cha, :level 2}, :type :spell, :level 5} {:value {:key :haste, :ability :cha, :level 3}, :type :spell, :level 9} {:value {:key :protection-from-energy, :ability :cha, :level 3}, :type :spell, :level 9} {:value {:key :banishment, :ability :cha, :level 4}, :type :spell, :level 13} {:value {:key :dimension-door, :ability :cha, :level 4}, :type :spell, :level 13} {:value {:key :hold-monster, :ability :cha, :level 5}, :type :spell, :level 17} {:value {:key :scrying, :ability :cha, :level 5}, :type :spell, :level 17}], :name "Oath of Vengeance", :option-pack "Player Handbook", :class :paladin, :traits [{:description "As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.", :name "Channel Divinity: Abjure Enemy", :level 3} {:description "As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.", :name "Channel Divinity: Vow of Enmity", :level 3}]}, :school-of-transmutation {:key :school-of-transmutation, :level-modifiers [], :name "School of Transmutation", :option-pack "Player Handbook", :class :wizard, :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.", :name "Transmutation Savant", :level 2} {:description "Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.", :name "Minor Alchemy", :level 2} {:description "Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:\n-Darkvision out to a range of 60 feet, as described in chapter 8\n-An increase to speed of 10 feet while the creature is unencumbered\n-Proficiency in Constitution saving throws\n-Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)\nEach time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function.", :name "Transmuter’s Stone", :level 6} {:description "At 10th level. you add the polymorph spell to your spellbook. if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower. Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.", :name "Shapechanger", :level 10} {:description "Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.\n\nMajor Transformation: You can transmute one nonmagical object—no larger than a 5—foot cube into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.\n\nPanacea: You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.\n\nRestore Life: You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.\n\nRestore Youth: You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.", :name "Master Transmuter", :level 14}]}, :light-domain {:key :light-domain, :level-modifiers [], :name "Light Domain", :option-pack "Player Handbook", :cleric-spells {1 {0 :burning-hands, 1 :faerie-fire}, 2 {0 :flaming-sphere, 1 :scorching-ray}, 3 {0 :daylight, 1 :fireball}, 4 {0 :guardian-of-faith, 1 :wall-of-fire}, 5 {0 :flame-strike, 1 :scrying}}, :class :cleric, :traits [{:description "When you choose this domain at 1st level, you gain the light cantrip if you don't already know it. Otherwise choose another.", :name "Bonus Cantrip"} {:description "Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "Warding Flare"} {:description "Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.", :name "Channel Divinity: Radiance of the Dawn", :level 2} {:description "Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.", :name "Improved Flare", :level 6} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", :name "Potent Spellcasting", :level 8} {:description "Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.", :name "Corona of Light", :level 17}]}, :college-of-valor {:key :college-of-valor, :level-modifiers [{:value :medium, :type :armor-prof, :level 3} {:value :shields, :type :armor-prof, :level 3} {:value :martial, :type :weapon-prof, :level 3} {:value 2, :type :num-attacks, :level 6}], :name "College of Valor", :option-pack "Player Handbook", :class :bard, :traits [{:description "Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.", :name "Combat Inspiration", :level 6} {:description "At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to a cast a bard spell, you can make one weapon attack as a bonus action.", :name "Battle Magic", :level 14}]}, :circle-of-the-moon {:key :circle-of-the-moon, :level-modifiers [], :name "Circle of the Moon", :option-pack "Player Handbook", :class :druid, :traits [{:description "When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.\nAdditionally, while you are transformed by Wild Shape. You can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.", :name "Combat Wild Shape", :level 2} {:description "The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max CR column of the Beast Shapes table, but must abide by the other limitations there).\nStarting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.", :name "Circle Forms", :level 2} {:description "Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", :name "Primal Strike", :level 6} {:description "At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.", :name "Elemental wild Shape", :level 10} {:description "By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.", :name "Thousand Forms"}]}, :beast-master {:key :beast-master, :level-modifiers [], :name "Beast Master", :option-pack "Player Handbook", :class :ranger, :traits [{:description "You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower.\nAdd your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.\nThe beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.\nWhile traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.", :name "Ranger's Companion", :level 3} {:description "On any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.", :name "Exceptional Training", :level 7} {:description "When you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.", :name "Bestial Fury", :level 11} {:description "When you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.", :name "Share Spells", :level 15}]}, :school-of-necromancy {:key :school-of-necromancy, :level-modifiers [], :name "School of Necromancy", :option-pack "Player Handbook", :class :wizard, :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.", :name "Necromancy Savant", :level 2} {:description "At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.", :name "Grim Harvest", :level 2} {:description "At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:\n-The creature’s hit point maximum is increased by an amount equal to your wizard level.\n-The creature adds your proficiency bonus to its weapon damage rolls.", :name "Undead Thralls", :level 6} {:description "Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.", :name "Inured to Death", :level 10} {:description "Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence 0f 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.", :name "Command Undead", :level 14}]}, :school-of-conjuration {:key :school-of-conjuration, :level-modifiers [], :name "School of Conjuration", :option-pack "Player Handbook", :class :wizard, :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.", :name "Conjuration Savant", :level 2} {:description "Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you.\n-This object can be no larger than 3 feet on a side and weigh no more than 10 pounds\n-Its form must be that of a nonmagical object that you have seen.\n-The object is visibly magical, radiating dim light out to 5 feet.\n-The object disappears after 1 hour, when you use this feature again, or if it takes any damage.", :name "Minor Conjuration", :level 2} {:description "Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.", :name "Benign Transposition", :level 6} {:description "Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.", :name "Focused Conjuration", :level 10} {:description "Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.", :name "Durable Summons", :level 14}]}, :way-of-the-shadow {:key :way-of-the-shadow, :level-modifiers [{:value {:key :minor-illusion, :ability :wis}, :type :spell, :level 3} {:value {:key :darkness, :ability :wis, :level 2}, :type :spell, :level 3} {:value {:key :darkvision, :ability :wis, :level 2}, :type :spell, :level 3} {:value {:key :pass-without-trace, :ability :wis, :level 2}, :type :spell, :level 3} {:value {:key :silence, :ability :wis, :level 2}, :type :spell, :level 3}], :name "Way of the Shadow", :option-pack "Player Handbook", :class :monk, :traits [{:description "Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.", :name "Shadow Arts", :level 3} {:description "You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.", :name "Shadow Step", :level 6} {:description "You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.", :name "Cloak of the Shadows", :level 11} {:description "You can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.", :name "Opportunist", :level 17}]}, :war-domain {:key :war-domain, :level-modifiers [{:value :heavy, :type :armor-prof} {:value :martial, :type :weapon-prof} {:value :slashing, :type :damage-resistance, :level 17} {:value :bludgeoning, :type :damage-resistance, :level 17} {:value :piercing, :type :damage-resistance, :level 17}], :name "War Domain", :option-pack "Player Handbook", :cleric-spells {1 {0 :divine-favor, 1 :shield-of-faith}, 2 {0 :magic-weapon, 1 :spiritual-weapon}, 3 {0 :crusaders-mantle, 1 :spirit-guardians}, 4 {0 :freedom-of-movement, 1 :stoneskin}, 5 {0 :flame-strike, 1 :hold-monster}}, :class :cleric, :traits [{:description "From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "War Priest"} {:description "Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.", :name "Channel Divinity: Guided Strike", :level 2} {:description "At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.", :name "Channel Divinity: War God's Blessing", :level 6} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.", :name "Divine Strike", :level 8} {:description "At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.", :name "Avatar of Battle", :level 17}]}, :school-of-abjuration {:key :school-of-abjuration, :level-modifiers [], :name "School of Abjuration", :option-pack "Player Handbook", :class :wizard, :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.", :name "Abjuration Savant ", :level 2} {:description "Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.\n\nWhile the ward has 0 hit points, it can’t absorb damage. but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can’t create it again until you finish a long rest.", :name "Arcane Ward", :level 2} {:description "Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points. the warded creature takes any remaining damage", :name "Projected Ward", :level 6} {:description "Beginning at 10th level. when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.", :name "Improved Abjuration"} {:description "Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.", :name "Spell Resistance"}]}, :tempest-domain {:key :tempest-domain, :level-modifiers [{:value :heavy, :type :armor-prof} {:value :martial, :type :weapon-prof}], :name "Tempest Domain", :option-pack "Player Handbook", :cleric-spells {1 {0 :fog-cloud, 1 :thunderwave}, 2 {0 :gust-of-wind, 1 :shatter}, 3 {0 :call-lightning, 1 :sleet-storm}, 4 {0 :control-water, 1 :ice-storm}, 5 {0 :destructive-smite, 1 :insect-plague}}, :class :cleric, :traits [{:description "Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "Wrath of the Storm"} {:description "Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.", :name "Channel Divinity: Destructive Wrath", :level 2} {:description "At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.", :name "Thunderbolt Strike", :level 6} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :name "Divine Strike", :level 8} {:description "At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.", :name "Stormborn", :level 17}]}}, :orcpub.dnd.e5/feats {:elemental-adept {:description "When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.\nSpells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.\nYou can select this feat multiple times. Each time you do so, you must choose a different damage type", :prereqs #{:spellcasting}, :key :elemental-adept, :name "Elemental Adept", :option-pack "Player Handbook", :ability-increases #{}}, :charger {:description "When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).", :prereqs #{}, :key :charger, :name "Charger", :option-pack "Player Handbook", :ability-increases #{}}, :sentinel {:description "When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.\nCreatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.\nWhen a creature within melee range of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.", :prereqs #{}, :key :sentinel, :name "Sentinel", :option-pack "Player Handbook", :ability-increases #{}}, :mounted-combatant {:description "You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.\nYou can force an attack targeted at your mount to target you instead.\nIf your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.", :prereqs #{}, :key :mounted-combatant, :name "Mounted Combatant", :option-pack "Player Handbook", :ability-increases #{}}, :linguist {:description "You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.", :prereqs #{}, :key :linguist, :name "Linguist", :option-pack "Player Handbook", :ability-increases #{:orcpub.dnd.e5.character/int}, :props {:language-choice 3}}, :martial-adept {:description "You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).\nIf you already have superiority dice, you gain one more; otherwise, you have one superiority dice,which is a d6. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.", :prereqs #{}, :key :martial-adept, :name "Martial Adept", :option-pack "Player Handbook", :ability-increases #{}}, :medium-armor-master {:prereqs #{:medium}, :key :medium-armor-master, :name "Medium Armor Master", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{}, :props {:medium-armor-max-dex-3 true, :medium-armor-stealth true}, :description "Wearing med. armor doesn't disadvantage your DEX(Stealth) checks.\nYou can also add 3, rather than 2, to AC if you DEX is 16+.\n\nSource: Player’s Handbook, page 168"}, :shield-master {:description "If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.\nIf you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.\nIf you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.", :prereqs #{}, :key :shield-master, :name "Shield Master", :option-pack "Player Handbook", :ability-increases #{}}, :tough {:prereqs #{}, :key :tough, :name "Tough", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{}, :props {:max-hp-bonus 2}, :description "HP max. increases by your current level times two, when you gain this feat. Each level thereafter, your HP max increases by an extra +2 hit points.\n(PHB p.170)"}, :resilient {:prereqs #{}, :key :resilient, :name "Resilient", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{:saves? :orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :description "Add +1 to any ability score (max. 20) and gain proficiency in saving throws w/ that ability.\n(PHB p.168)"}, :sharpshooter {:description "Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.\nYour ranged weapon attacks ignore half cover and three-quarters cover.\nBefore you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.", :prereqs #{}, :key :sharpshooter, :name "Sharpshooter", :option-pack "Player Handbook", :ability-increases #{}}, :magic-initiate {:description "Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.\nIn addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.\nYour spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.", :prereqs #{}, :key :magic-initiate, :name "Magic Initiate", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{}, :props {:attack-spell false, :magic-novice true}}, :heavy-armor-master {:description "While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.", :prereqs #{:heavy :orcpub.dnd.e5.character/str}, :key :heavy-armor-master, :name "Heavy Armor Master", :option-pack "Player Handbook", :ability-increases #{}}, :heavily-armored {:prereqs #{:medium}, :key :heavily-armored, :name "Heavily Armored", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{:orcpub.dnd.e5.character/str}, :props {:armor-prof {:heavy true}}, :description "You have trained to master the use of heavy armor, and by proxy increased your strength(+1)!\n(PHB p.167)"}, :alert {:description "You can’t be surprised while you are conscious.\nOther creatures don’t gain advantage on attack rolls against you as a result of being hidden from you", :prereqs #{}, :key :alert, :name "Alert", :option-pack "Player Handbook", :ability-increases #{}, :props {:initiative 5}}, :savage-attacker {:description "Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.", :prereqs #{}, :key :savage-attacker, :name "Savage Attacker", :option-pack "Player Handbook", :ability-increases #{}}, :ritual-caster {:description "When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.\nIf you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. 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.", :prereqs #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}, :key :ritual-caster, :name "Ritual Caster", :option-pack "Player Handbook", :ability-increases #{}}, :dungeon-delver {:description "You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.\nYou have advantage on saving throws made to avoid or resist traps.You can search for traps while traveling at a normal pace, instead of only at a slow pace.", :prereqs #{}, :key :dungeon-delver, :name "Dungeon Delver", :option-pack "Player Handbook", :ability-increases #{}, :props {:saving-throw-advantage-traps true, :damage-resistance {:traps true}}}, :moderately-armored {:prereqs #{:light}, :key :moderately-armored, :name "Moderately Armored", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :props {:armor-prof {:medium true, :shields true}}, :description "Increase STR or DEX by 1, to a maximum of 20.(max. 20) and gain proficiency with medium armor and shields.\n\n(PHB p.168)"}, :great-weapon-master- {:description "On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.\nBefore you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.", :prereqs #{}, :key :great-weapon-master-, :name "Great Weapon Master ", :option-pack "Player Handbook", :ability-increases #{}}, :defensive-duelist {:description "When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.", :prereqs #{:orcpub.dnd.e5.character/dex}, :key :defensive-duelist, :name "Defensive Duelist", :option-pack "Player Handbook", :ability-increases #{}}, :inspiring-leader {:description "You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you.\n\nEach creature can gain temporary hit points equal to your level + your Charisma modifier.\nA creature can't gain temporary hit points from this feat again until it has finished a short or long rest.", :prereqs #{:orcpub.dnd.e5.character/cha}, :key :inspiring-leader, :name "Inspiring Leader", :option-pack "Player Handbook", :ability-increases #{}}, :weapon-master {:prereqs #{}, :key :weapon-master, :name "Weapon Master", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :props {:weapon-prof-choice 4}, :description "Add +1 to STR or DEX (max. 20). Gain proficiency with any four simple or martial weapons.\n\n(PHB p.170)"}, :keen-mind {:description "You always know which way is north.\nYou always know the number of hours left before the next sunrise or sunset.\nYou can accurately recall anything you have seen or heard within the past month.", :prereqs #{:orcpub.dnd.e5.character/int}, :key :keen-mind, :name "Keen Mind", :option-pack "Player Handbook", :ability-increases #{}}, :skilled {:prereqs #{}, :key :skilled, :name "Skilled", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{}, :props {:skill-tool-choice 3}, :description "Gain proficiency in any three skills or tools.\n(PHB p.170)"}, :mage-slayer {:description "When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.\nWhen you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.\nYou have advantage on saving throws against spells cast by creatures within 5 feet of you.", :prereqs #{}, :key :mage-slayer, :name "Mage Slayer", :option-pack "Player Handbook", :ability-increases #{}}, :skulker {:description "You can try to hide when you are lightly obscured from the creature from which you are hiding.\nWhen you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.\nDim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.", :prereqs #{:orcpub.dnd.e5.character/dex}, :key :skulker, :name "Skulker", :option-pack "Player Handbook", :ability-increases #{}}, :lucky {:description "You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.\nYou can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.\nIf more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.", :prereqs #{}, :key :lucky, :name "Lucky", :option-pack "Player Handbook", :ability-increases #{}}, :observant {:description "If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.", :prereqs #{}, :key :observant, :name "Observant", :option-pack "Player Handbook", :ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}, :props {:passive-investigation-5 true, :passive-perception-5 true}}, :tavern-brawler {:description "Your unarmed strikes use a d4 for damage.\nWhen you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.", :prereqs #{}, :key :tavern-brawler, :name "Tavern Brawler", :option-pack "Player Handbook", :ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con}, :props {:improvised-weapons-prof true}}, :mobile {:description "When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.\nWhen you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.", :prereqs #{}, :key :mobile, :name "Mobile", :option-pack "Player Handbook", :ability-increases #{}, :props {:speed 10}}, :lightly-armored {:prereqs #{}, :key :lightly-armored, :name "Lightly Armored", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :props {:armor-prof {:light true}}, :description "You gain proficiency with light armor and can increase your STR or DEX by 1 (max 20).\n(PHB p.167)"}, :polearm-master {:description "When you take the Attack action and attack with only a glaive, halberd, pike, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifer as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.\nWhile you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.", :prereqs #{}, :key :polearm-master, :name "Polearm Master", :option-pack "Player Handbook", :ability-increases #{}}, :healer {:description "When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.\nAs an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.", :prereqs #{}, :key :healer, :name "Healer", :option-pack "Player Handbook", :ability-increases #{}}, :crossbow-expert {:description "You ignore the loading quality of crossbows with which you are proficient.\nBeing within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.\nWhen you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.", :prereqs #{}, :key :crossbow-expert, :name "Crossbow Expert", :option-pack "Player Handbook", :ability-increases #{}}, :spell-sniper {:description "When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.\nYour ranged spell attacks ignore half cover and three-quarters cover.\nYou learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.", :prereqs #{:spellcasting}, :key :spell-sniper, :name "Spell Sniper", :option-pack "Player Handbook", :ability-increases #{}}, :athlete {:description "When you are prone, standing up uses only 5 feet of your movement.\nClimbing doesn’t cost you extra movement.\nYou can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.", :prereqs #{}, :key :athlete, :name "Athlete", :option-pack "Player Handbook", :ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :props {}}, :war-caster {:description "You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.\nYou can perform the somatic components of spells even when you have weapons or a shield in one or both hands.\nWhen a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.", :prereqs #{:spellcasting}, :key :war-caster, :name "War Caster", :option-pack "Player Handbook", :ability-increases #{}}, :grappler- {:description " You have advantage on attack rolls against a creature you are grappling.\n You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.", :prereqs #{:orcpub.dnd.e5.character/str}, :key :grappler-, :name "Grappler ", :option-pack "Player Handbook", :ability-increases #{}}, :durable {:description "When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).", :prereqs #{}, :key :durable, :name "Durable", :option-pack "Player Handbook", :ability-increases #{:orcpub.dnd.e5.character/con}}, :actor {:description "You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.\nYou can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.", :prereqs #{}, :key :actor, :name "Actor", :option-pack "Player Handbook", :ability-increases #{:orcpub.dnd.e5.character/cha}}, :dual-wielder {:description "You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.\nYou can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.\nYou can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.", :prereqs #{}, :key :dual-wielder, :name "Dual Wielder", :option-pack "Player Handbook", :ability-increases #{}, :props {:two-weapon-any-one-handed true, :two-weapon-ac-1 true}}}, :orcpub.dnd.e5/backgrounds {:noble {:key :noble, :name "Noble", :equipment {:signet-ring 1, :clothes-fine 1}, :treasure {:gp 25}, :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:persuasion true, :history true}, :tool-options {:gaming-set 1}}, :traits [{:description "Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.", :name "Position of Privilege", :summary "Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to."}]}, :guild-artisan {:key :guild-artisan, :name "Guild Artisan", :equipment {:clothes-traveler-s 1}, :treasure {:gp 15}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:persuasion true, :insight true}, :tool-options {:artisans-tool 1}}, :traits [{:description "As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.\nYou must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. ", :name "Guild Membership", :summary "As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.\n\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. "}]}, :outlander {:key :outlander, :name "Outlander", :equipment {:hunting-trap 1, :clothes-traveler-s 1}, :treasure {:gp 10}, :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:survival true, :athletics true}, :tool-options {:musical-instrument 1}}, :traits [{:description "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. ", :name "Wanderer", :summary "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. "}]}, :urchin {:key :urchin, :name "Urchin", :equipment {:clothes-common 1, :knife-small 1}, :treasure {:gp 10}, :option-pack "Player Handbook", :profs {:skill {:sleight-of-hand true, :stealth true}, :tool {:disguise-kit true, :thieves-tools true}}, :traits [{:description "You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.", :name "City Secrets", :summary "You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. "}]}, :entertainer {:key :entertainer, :name "Entertainer", :equipment {:clothes-costume 1}, :treasure {:gp 15}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :option-pack "Player Handbook", :profs {:skill {:acrobatics true, :performance true}, :tool {:disguise-kit true}, :tool-options {:musical-instrument 1}}, :traits [{:description "You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.", :name "By Popular Demand"}]}, :sage {:key :sage, :name "Sage", :equipment {:clothes-common 1, :knife-small 1, :ink 1}, :treasure {:gp 10}, :option-pack "Player Handbook", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:history true, :arcana true}}, :traits [{:description "When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.", :name "Researcher", :summary "When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. "}]}, :gladiator {:key :gladiator, :name "Gladiator", :equipment {:clothes-costume 1}, :treasure {:gp 15}, :equipment-choices (), :option-pack "Player Handbook", :profs {:skill {:acrobatics true, :performance true}, :tool {:disguise-kit true}, :tool-options {}}, :traits [{:description "You can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.", :name "By Popular Demand"}]}, :folk-hero {:key :folk-hero, :name "Folk Hero", :equipment {:clothes-common 1, :pot-iron 1, :shovel 1}, :treasure {:gp 10}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :option-pack "Player Handbook", :profs {:skill {:survival true, :animal-handling true}, :tool {:land-vehicles true}, :tool-options {:artisans-tool 1}}, :traits [{:description "Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.", :name "Rustic Hospitality", :summary "Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. "}]}, :sailor {:key :sailor, :name "Sailor", :equipment {:clothes-common 1, :rope-silk 1}, :treasure {:gp 10}, :option-pack "Player Handbook", :profs {:skill {:perception true, :athletics true}, :tool {:navigators-tools true, :water-vehicles true}}, :traits [{:description "When you need to. you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. ", :name "Ship's Passage", :summary "When you need to. you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. "}]}, :hermit {:key :hermit, :name "Hermit", :equipment {:clothes-common 1, :herbalism-kit 1, :case-map-or-scroll 1, :blanket 1}, :treasure {:gp 5}, :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:religion true, :medicine true}, :tool {:herbalism-kit true}}, :traits [{:description "The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.\nWork with your DM to determine the details of your discovery and its impact on the campaign. ", :name "Discovery", :summary "The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign."}]}, :pirate {:key :pirate, :name "Pirate", :equipment {:clothes-common 1, :rope-silk 1}, :treasure {:gp 10}, :option-pack "Player Handbook", :profs {:skill {:perception true, :athletics true}, :tool {:navigators-tools true, :water-vehicles true}}, :traits [{:description "If your character has a sailor background, you may select this background feature instead of Ship's Passage.\nNo matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities", :name "Bad Reputation"}]}, :soldier {:key :soldier, :name "Soldier", :equipment {:clothes-common 1}, :treasure {:gp 10}, :option-pack "Player Handbook", :profs {:skill {:intimidation true, :athletics true}, :tool {:land-vehicles true}, :tool-options {:gaming-set 1}}, :traits [{:description "You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. ", :name "Military Rank", :summary "You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. "}]}, :charlatan {:key :charlatan, :name "Charlatan", :equipment {:disguise-kit 1, :clothes-fine 1}, :treasure {:gp 15}, :option-pack "Player Handbook", :profs {:skill {:sleight-of-hand true, :deception true}, :tool {:disguise-kit true, :forgery-kit true}}, :traits [{:description "Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues. ", :name "False Identity"}]}, :criminal {:key :criminal, :name "Criminal", :equipment {:clothes-common 1, :crowbar 1}, :treasure {:gp 15}, :option-pack "Player Handbook", :profs {:skill {:deception true, :stealth true}, :tool {:thieves-tools true}, :tool-options {:gaming-set 1}}, :traits [{:description "You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. ", :name "Criminal Contac"}]}, :knight {:key :knight, :name "Knight", :equipment {:signet-ring 1, :clothes-fine 1}, :treasure {:gp 25}, :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:persuasion true, :history true}, :tool-options {:gaming-set 1}}, :traits [{:description "If your character has a noble background, you may select this background feature instead of Position of Privilege.\nYou have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. ", :name "Retainers", :summary "If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. "}]}}, :orcpub.dnd.e5/subraces {:wood-elf {:key :wood-elf, :speed 35, :race :elf, :name "Wood Elf", :abilities {:orcpub.dnd.e5.character/wis 1}, :option-pack "Player Handbook", :props {:weapon-prof {:longsword true, :shortbow true, :longbow true, :shortsword true}}, :traits [{:description "You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.", :name "Mask of the Wild"}]}, :stout {:key :stout, :race :halfling, :name "Stout", :abilities {:orcpub.dnd.e5.character/con 1}, :option-pack "Player Handbook", :props {:saving-throw-advantage {:poisoned true}, :damage-resistance {:poison true}}, :traits []}, :forest-gnome {:key :forest-gnome, :race :gnome, :name "Forest Gnome", :spells [{:value {:key :minor-illusion, :ability :int}}], :abilities {:orcpub.dnd.e5.character/dex 1}, :option-pack "Player Handbook", :traits [{:description "Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.", :name "Speak with Small Beasts"}]}, :drow {:key :drow, :race :elf, :name "Drow", :darkvision 120, :spells [{:value {:key :dancing-lights, :ability :cha, :level 0}} {:value {:key :faerie-fire, :ability :cha, :level 1}, :level 3} {:value {:key :darkness, :ability :cha, :level 2}, :level 5}], :abilities {:orcpub.dnd.e5.character/cha 1}, :option-pack "Player Handbook", :props {:weapon-prof {:rapier true, :shortbow true, :crossbow-hand true}}, :traits [{:description "Disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"}]}, :mountain-dwarf {:key :mountain-dwarf, :race :dwarf, :name "Mountain Dwarf", :abilities {:orcpub.dnd.e5.character/str 2}, :option-pack "Player Handbook(full)", :props {:armor-prof {:medium true, :light true}}, :traits []}}, :orcpub.dnd.e5/spells {:armor-of-agathys {:description "A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.", :key :armor-of-agathys, :school "abjuration", :name "Armor of Agathys", :duration "1 hour", :level 1, :option-pack "Player Handbook", :components {:material-component "a cup of water", :verbal true, :material true, :somatic true}, :casting-time "1 Action", :spell-lists {:warlock true}, :range "Self"}, :elemental-weapon {:description "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.\nAt Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.", :key :elemental-weapon, :school "transmutation", :name "Elemental Weapon", :duration "Concentration, up to 1 hour", :level 3, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Touch"}, :cordon-of-arrows {:description "You plant four pieces of non-magical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creature you choose, and the spell ignores them.\nAt higher levels: When you cast this spell using a spell slot of 3rd or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.", :key :cordon-of-arrows, :school "transmutation", :name "Cordon of Arrows", :duration "8 hours", :level 2, :option-pack "Player Handbook", :components {:material-component "four or more arrows or bolts", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "5 feet"}, :crown-of-madness {:description "One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.", :key :crown-of-madness, :school "enchantment", :name "Crown of Madness", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true, :warlock true, :bard true}, :range "120 feet"}, :compelled-duel {:description "You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.", :key :compelled-duel, :school "enchantment", :name "Compelled Duel", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "30 feet"}, :counterspell {:description "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.", :key :counterspell, :school "abjuration", :name "Counterspell", :duration "Instantaneous", :level 3, :option-pack "Player Handbook", :components {:somatic true}, :casting-time "1 reaction", :spell-lists {:sorcerer true, :wizard true, :warlock true}, :range "60 feet"}, :ray-of-sickness {:description "A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", :key :ray-of-sickness, :school "necromancy", :name "Ray of Sickness", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "60 feet"}, :thorn-whip {:description "You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.\nThis spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thorn-whip, :school "transmutation", :name "Thorn Whip", :duration "Instantaneous", :level 0, :option-pack "Player Handbook", :components {:material-component "the stem of a plant with thorns", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true}, :range "30 feet"}, :crusaders-mantle {:description "Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.", :key :crusaders-mantle, :school "evocation", :name "Crusader's Mantle", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self"}, :blinding-smite {:description "The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.", :key :blinding-smite, :school "evocation", :name "Blinding Smite", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 Bonus Action", :spell-lists {:paladin true}, :range "Self"}, :conjure-barrage {:description "You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.", :key :conjure-barrage, :school "conjuration", :name "Conjure Barrage", :duration "Instantaneous", :level 5, :option-pack "Player Handbook", :components {:material-component "one piece of ammunition or a thrown weapon", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "Self (60-foot cone)"}, :hail-of-thorns {:description "The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).", :key :hail-of-thorns, :school "conjuration", :name "Hail of Thorns", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :branding-smite {:description "The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.", :key :branding-smite, :school "evocation", :name "Branding Smite", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :searing-smite {:description "The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above 1st. ", :key :searing-smite, :school "evocation", :name "Searing Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :tsunami {:description "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.", :key :tsunami, :school "conjuration", :name "Tsunami", :duration "Concentration up to 6 rounds", :level 8, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 minute", :spell-lists {:druid true}, :range "Sight"}, :witch-bolt {:description "A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.", :key :witch-bolt, :school "evocation", :name "Witch Bolt", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:material-component "a twig from a tree that has been struck by lightning", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true, :warlock true}, :range "30 feet"}, :grasping-vine {:description "You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.", :key :grasping-vine, :school "conjuration", :name "Grasping Vine", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:druid true, :ranger true}, :range "30 feet"}, :feign-death {:description "You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends. ", :key :feign-death, :school "necromancy", :name "Feign Death", :duration "1 hour", :level 3, :option-pack "Player Handbook", :components {:material-component "a pinch of graveyard dirt", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:cleric true, :druid true, :wizard true, :bard true}, :range "touch"}, :beast-sense {:description "You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.", :key :beast-sense, :school "divination", :name "Beast Sense", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Player Handbook", :components {:somatic true}, :casting-time "1 Action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :ensnaring-strike {:description "The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.\nAt Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. ", :key :ensnaring-strike, :school "conjuration", :name "Ensnaring Strike", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :thunderous-smite {:description "The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.", :key :thunderous-smite, :school "evocation", :name "Thunderous Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :arcane-gate {:description "You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.\n\nThe portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.\n\nAny creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.", :key :arcane-gate, :school "conjuration", :name "Arcane Gate", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 Action", :spell-lists {:sorcerer true, :wizard true, :warlock true}, :range "500 ft."}, :destructive-smite {:description "You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage,as well as 5d6 radiant or necrotic damage (your choice),and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.\n\nAlso called Destructive Wave.", :key :destructive-smite, :school "evocation", :name "Destructive Smite", :duration "Instantaneous", :level 5, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :wrathful-smite {:description "The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to end this spell.", :key :wrathful-smite, :school "evocation", :name "Wrathful Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :aura-of-life {:description "Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.", :key :aura-of-life, :school "abjuration", :name "Aura of Life", :duration "Concentration up to 10 minutes", :level 4, :option-pack "Player Handbook", :components {:material-component "", :verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :cloud-of-daggers {:description "You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.", :key :cloud-of-daggers, :school "conjuration", :name "Cloud of Daggers", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player Handbook", :components {:material-component "a sliver of glass", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true, :warlock true, :bard true}, :range "60 feet"}, :swift-quiver {:description "You transmute your quiver so it produces an endless supply of non-magical ammunition, which seems to leap into your hand when you reach for it. On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of non-magical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.", :key :swift-quiver, :school "transmutation", :name "Swift Quiver", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player Handbook", :components {:material-component "a quiver containing at least one piece of ammunition", :verbal true, :material true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Touch"}, :hex {:description "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", :key :hex, :school "enchantment", :name "Hex", :duration "Concentration, up to 1 hour", :level 1, :option-pack "Player Handbook", :components {:material-component "the petrified eye of a newt", :verbal true, :material true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:warlock true}, :range "90 feet"}, :aura-of-purity {:description "Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.", :key :aura-of-purity, :school "abjuration", :name "Aura of Purity", :duration "Concentration up to 10 minutes", :level 4, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :friends {:description "For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.", :key :friends, :school "enchantment", :name "Friends", :duration "Concentration, up to 1 minute", :level 0, :option-pack "Player Handbook", :components {:material-component "a small amount of makeup applied to the face as this spell is cast", :material true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true, :warlock true, :bard true}, :range "self"}, :hunger-of-hadar {:description "You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.", :key :hunger-of-hadar, :school "conjuration", :name "Hunger of Hadar", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:material-component "a pickled octopus tentacle", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:warlock true}, :range "150 feet"}, :animal-friendship {:description "This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.", :key :animal-friendship, :school "enchantment", :name "Animal Friendship", :duration "24 hours", :level 1, :option-pack "Player Handbook", :components {:material-component "a morsel of food", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true, :bard true}, :range "30 feet"}, :dissonant-whispers {:description "You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :dissonant-whispers, :school "enchantment", :name "Dissonant Whispers", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true}, :range "60 feet"}, :telepathy {:description "You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.", :key :telepathy, :school "evocation", :name "Telepathy", :duration "24 hours", :level 8, :option-pack "Player Handbook", :components {:material-component "a pair of linked silver rings", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Unlimited"}, :lightning-arrow {:description "The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. The piece of ammunition or weapon then returns to its normal form.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.", :key :lightning-arrow, :school "transmutation", :name "Lightning Arrow", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :power-word-heal {:description "A wave of healing energy washes over a creature you touch. The target regains all of its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.", :key :power-word-heal, :school "evocation", :name "Power Word Heal", :duration "Instantaneous", :level 9, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true}, :range "Touch"}, :guardian-of-faith {:description "A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", :key :guardian-of-faith, :school "conjuration", :name "Guardian of Faith", :duration "8 hours", :level 4, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:cleric true}, :range "30 feet"}, :blade-ward {:description "You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.", :key :blade-ward, :school "abjuration", :name "Blade Ward", :duration "1 round", :level 0, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 Action", :spell-lists {:sorcerer true, :wizard true, :warlock true, :bard true}, :range "Self"}, :banishing-smite {:description "The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.", :key :banishing-smite, :school "abjuration", :name "Banishing Smite", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 Bonus Action", :spell-lists {:paladin true}, :range "Self"}, :aura-of-vitality {:description "Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.", :key :aura-of-vitality, :school "evocation", :name "Aura of Vitality", :duration "Concentration up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :circle-of-power {:description "Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.", :key :circle-of-power, :school "abjuration", :name "Circle of Power", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :conjure-volley {:description "You fire a piece of non-magical ammunition from a ranged weapon or throw a non-magical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon", :key :conjure-volley, :school "conjuration", :name "Conjure Volley", :duration "Instantaneous", :level 5, :option-pack "Player Handbook", :components {:material-component "one piece of ammunition or one thrown weapon", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "150 feet"}, :hunters-mark {:description "You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. ", :key :hunters-mark, :school "divination", :name "Hunter's Mark", :duration "Concentration, up to 1 hour", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "90 feet"}, :compulsion {:description "Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. A target isn’t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.", :key :compulsion, :school "enchantment", :name "Compulsion", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true}, :range "30 feet"}, :goodberry {:description "Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. ", :key :goodberry, :school "transmutation", :name "Goodberry", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:material-component "a sprig of mistletoe", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :arms-of-hadar {:description "You invoke the power of Hadar, the Dark Hunger.\n\nTendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :arms-of-hadar, :school "conjuration", :name "Arms of Hadar", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 Action", :spell-lists {:warlock true}, :range "Self (10-foot radius)"}, :staggering-smite {:description "The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.", :key :staggering-smite, :school "evocation", :name "Staggering Smite", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :chromatic-orb {:description "You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", :key :chromatic-orb, :school "evocation", :name "Chromatic Orb", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:material-component "a diamond worth at least 50gp", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}}}, "Elemental Evil (arandomstringofnum#2919)" {:orcpub.dnd.e5/races {:aarakocra {:key :aarakocra, :speed 25, :name "Aarakocra", :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Elemental Evil", :languages #{"Common" "Aarakocra" "Auran"}, :props {:flying-speed 50}, :traits [{:name "Flight", :description "You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor."} {:name "Talons", :description "You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit."}]}, :genasi {:size :medium, :speed 30, :languages #{"Common" "Primordial"}, :traits [], :option-pack "Elemental Evil", :name "Genasi", :key :genasi, :abilities {:orcpub.dnd.e5.character/con 2}}, :goliath {:key :goliath, :speed 30, :name "Goliath", :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Elemental Evil", :languages #{"Giant" "Common"}, :props {:skill-prof {:athletics true}}, :traits [{:name "Stone’s Endurance", :description "You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest."} {:name "Powerful Build", :description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."} {:name "Mountain Born", :description "You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide."}]}}, :orcpub.dnd.e5/feats {:svirfneblin-magic {:ability-increases #{}, :prereqs #{}, :option-pack "Elemental Evil", :name "Svirfneblin Magic", :description "Requires Deep gnome subrace.\nYou have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetectionon yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest", :key :svirfneblin-magic}}, :orcpub.dnd.e5/subraces {:deep-gnome {:race :gnome, :traits [{:name "Stone Camouflage", :description "You have advantage on Dexterity (stealth) checks to hide in rocky terrain."}], :option-pack "Elemental Evil", :name "Deep Gnome", :darkvision 120, :abilities {:orcpub.dnd.e5.character/dex 1}, :key :deep-gnome}, :air-genasi {:race :genasi, :traits [{:name "Unending Breath", :description "You can hold your breath indefinitely while you’re not incapacitated."} {:name "Mingle with the Wind", :description "You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell."}], :option-pack "Elemental Evil", :name "Air Genasi", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :air-genasi, :spells [{:value {:ability :con, :level 2, :key :levitate}}]}, :fire-genasi {:key :fire-genasi, :race :genasi, :name "Fire Genasi", :darkvision 60, :spells [{:value {:key :produce-flame, :ability :con}} {:level 3, :value {:level 1, :key :burning-hands, :ability :con}}], :abilities {:orcpub.dnd.e5.character/int 1}, :option-pack "Elemental Evil", :props {:damage-resistance {:fire true}}, :traits [{:description "You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.", :name "Reach to the Blaze"}]}, :water-genasi {:race :genasi, :traits [{:name "Amphibious", :description "You can breathe air and water."} {:name "Swim", :description "You have a swimming speed of 30 feet."} {:name "Call to the Wave", :description "You know the shape water cantrip (see chapter 2). When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells."}], :option-pack "Elemental Evil", :abilities {:orcpub.dnd.e5.character/wis 1}, :name "Water Genasi", :props {:damage-resistance {:acid true}}, :key :water-genasi, :spells [{:value {:ability :con, :key :shape-water}} {:value {:level 1, :ability :con, :key :create-or-destroy-water}, :level 3}]}, :earth-genasi {:race :genasi, :traits [{:name "Earth Walk", :description "You can move across difficult terrain made of earth or stone without expending extra movement."} {:name "Merge with Stone", :description "You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell."}], :option-pack "Elemental Evil", :name "Earth Genasi", :abilities {:orcpub.dnd.e5.character/str 1}, :key :earth-genasi}}, :orcpub.dnd.e5/spells {:whirlwind {:description "A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.\nA creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.\nA restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.", :key :whirlwind, :school "evocation", :name "Whirlwind", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Elemental Evil", :components {:material-component "a piece of straw", :verbal true, :material true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "300 feet"}, :shape-water {:description "You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\n• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.\n• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.\n• You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.\n• You freeze the water, provided that there are no crea-tures in it. The water unfreezes in 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :shape-water, :school "transmutation", :name "Shape Water", :duration "Instantaneous or 1 hour", :level 0, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}, :abi-dalzim-s-horrid-wilting {:description "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.", :key :abi-dalzim-s-horrid-wilting, :school "necromancy", :name "Abi-Dalzim’s Horrid Wilting", :duration "Instantaneous", :level 8, :option-pack "Elemental Evil", :components {:verbal true, :somatic true, :material true, :material-component "a bit of sponge"}, :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "150 feet"}, :elemental-bane {:description "Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", :key :elemental-bane, :school "transmutation", :name "Elemental Bane", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:wizard true, :warlock true, :druid true}, :range "90 feet"}, :skywrite {:description "You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.", :key :skywrite, :school "transmutation", :name "Skywrite", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :bard true, :wizard true}, :range "Sight"}, :melf-s-minute-meteors {:description "You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.", :key :melf-s-minute-meteors, :school "evocation", :name "Melf’s Minute Meteors", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Elemental Evil", :components {:material-component "niter, sulfur, and pine tar formed into a bead", :material true, :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "Self"}, :frostbite {:description "You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :frostbite, :school "evocation", :name "Frostbite", :duration "Instantaneous", :level 0, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :druid true, :warlock true, :wizard true}, :range "60 feet"}, :dust-devil {:description "Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.\nAny creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.\nAs a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", :key :dust-devil, :school "conjuration", :name "Dust Devil", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:verbal true, :somatic true, :material true, :material-component "a pinch of dust"}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :earth-tremor {:description "You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :earth-tremor, :school "evocation", :name "Earth Tremor", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "Self (10-foot radius)"}, :beast-bond {:description "You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.", :key :beast-bond, :school "divination", :name "Beast Bond", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "Elemental Evil", :components {:material-component "a bit of fur wrapped in a cloth", :material true, :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :transmute-rock {:description "You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.\n\nTransmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration.\nIf you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.\nIf you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\n\nTransmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.", :key :transmute-rock, :school "transmutation", :name "Transmute Rock", :duration "Instantaneous", :level 5, :option-pack "Elemental Evil", :components {:material-component "clay and water", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "120 feet"}, :thunderclap {:description "You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thunderclap, :school "evocation", :name "Thunderclap", :duration "Instantaneous", :level 0, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self (5-foot radius)"}, :storm-sphere {:description "A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.\nUntil the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.\nCreatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.", :key :storm-sphere, :school "evocation", :name "Storm Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :investiture-of-ice {:description "Until the spell ends, ice rimes your body, and you gain the following benefits:\n• You are immune to cold damage and have resistance to fire damage.\n• You can move across difficult terrain created by ice or snow without spending extra movement.\n• The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.\n• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.", :key :investiture-of-ice, :school "transmutation", :name "Investiture of Ice", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:wizard true, :warlock true, :sorcerer true, :druid true}, :range "Self"}, :ice-knife {:description "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.", :key :ice-knife, :school "conjuration", :name "Ice Knife", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:material true, :material-component "a drop of water or piece of ice", :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :snilloc-s-snowball-swarm {:description "A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", :key :snilloc-s-snowball-swarm, :school "evocation", :name "Snilloc’s Snowball Swarm", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil", :components {:verbal true, :somatic true, :material true, :material-component "a piece of ice or a small white rock chip"}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}, :control-winds {:description "You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.\nGusts: A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.\nDowndraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.\nUpdraft: You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.", :key :control-winds, :school "transmutation", :name "Control Winds", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "300 feet"}, :watery-sphere {:description "You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.\nAny creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.\nThe sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.\nAs an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.\nWhen the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.", :key :watery-sphere, :school "conjuration", :name "Watery Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil", :components {:material true, :material-component "a droplet of water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "90 feet"}, :magic-stone {:description "You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.\nIf you cast this spell again, the spell ends early on any pebbles still affected by it", :key :magic-stone, :school "transmutation", :name "Magic Stone", :duration "1 minute", :level 0, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:druid true, :warlock true}, :range "Touch"}, :control-flames {:description "You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:\n• You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.\n• You instantaneously extinguish the flames within the cube.\n• You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.\n• You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :control-flames, :school "transmutation", :name "Control Flames", :duration "Instantaneous or 1 hour ", :level 0, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :pyrotechnics {:description "Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.\nFireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.\nSmoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.", :key :pyrotechnics, :school "transmutation", :name "Pyrotechnics", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "60 feet"}, :wall-of-sand {:description "You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.", :key :wall-of-sand, :school "evocation", :name "Wall of Sand", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Elemental Evil", :components {:material true, :material-component "a handful of sand", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "90 feet"}, :maelstrom {:description "A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.", :key :maelstrom, :school "evocation", :name "Maelstrom", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Elemental Evil", :components {:material-component "paper or leaf in the shape of a funnel", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:druid true}, :range "120 feet"}, :wall-of-water {:description "You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.\nAny ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.", :key :wall-of-water, :school "evocation", :name "Wall of Water", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Elemental Evil", :components {:material-component "a drop of water", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :maximilian-s-earthen-grasp {:description "You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.\nAs an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTo break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.\nAs an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.", :key :maximilian-s-earthen-grasp, :school "transmutation", :name "Maximilian’s Earthen Grasp", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:material-component "a miniature hand sculpted from clay", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "30 feet"}, :earthbind {:description "Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.", :key :earthbind, :school "transmutation", :name "Earthbind", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "300 feet"}, :tidal-wave {:description "You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.", :key :tidal-wave, :school "conjuration", :name "Tidal Wave", :duration "Instantaneous", :level 3, :option-pack "Elemental Evil", :components {:material-component "a drop of water", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "120 feet"}, :bones-of-the-earth {:description "You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.\nIf a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.\nIf a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.\nAt Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.", :key :bones-of-the-earth, :school "transmutation", :name "Bones of the Earth", :duration "Instantaneous", :level 6, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true}, :range "120 feet"}, :create-bonfire {:description "You create a bonfire on ground that you can see within range. Until the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.\nThe spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :create-bonfire, :school "conjuration", :name "Create Bonfire", :duration "Concentration, up to 1 minute", :level 0, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :warding-wind {:description "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.\nThe wind has the following effects:\n• It deafens you and other creatures in its area.\n• It extinguishes unprotected flames in its area that are torch-sized or smaller.\n• The area is difficult terrain for creatures other than you.\n• The attack rolls of ranged weapon attacks have disad-vantage if they pass in or out of the wind.\n• It hedges out vapor, gas, and fog that can be dispersed by strong wind.", :key :warding-wind, :school "evocation", :name "Warding Wind", :duration "1 action", :level 2, :option-pack "Elemental Evil", :components {:verbal true}, :casting-time "Concentration, up to 10 minutes", :spell-lists {:bard true, :druid true, :sorcerer true}, :range "Self"}, :flame-arrows {:description "You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.", :key :flame-arrows, :school "transmutation", :name "Flame Arrows", :duration "Concentration, up to 1 hour", :level 3, :option-pack "Elemental Evil", :components {:somatic true, :verbal true, :material-component ""}, :casting-time "1 action", :spell-lists {:druid true, :ranger true, :sorcerer true, :wizard true}, :range "Touch"}, :absorb-elements {:description "The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.", :key :absorb-elements, :school "abjuration", :name "Absorb elements", :duration "1 round", :level 1, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage", :spell-lists {:druid true, :wizard true, :ranger true}, :range "Self"}, :vitriolic-sphere {:description "You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.", :key :vitriolic-sphere, :school "evocation", :name "Vitriolic Sphere", :duration "Instantaneous", :level 4, :option-pack "Elemental Evil", :components {:material-component "a drop of giant slug bile", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :aganazzar-s-scorcher {:description "A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", :key :aganazzar-s-scorcher, :school "evocation", :name "Aganazzar’s Scorcher", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil", :components {:verbal true, :somatic true, :material true, :material-component "a red dragon’s scale"}, :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "30 feet"}, :mold-earth {:description "You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\n• If you target an area of loose earth, you can instan-taneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.\n• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shap-ing patterns. The changes last for 1 hour.\n• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :mold-earth, :school "transmutation", :name "Mold Earth", :duration "Instantaneous or 1 hour", :level 0, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}, :catapult {:description "Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.", :key :catapult, :school "transmutation", :name "Catapult", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "150 feet"}, :investiture-of-wind {:description "Until the spell ends, wind whirls around you, and you gain the following benefits:\n• Ranged weapon attacks made against you have disad-vantage on the attack roll.\n• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can some-how prevent it.\n• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.", :key :investiture-of-wind, :school "transmutation", :name "Investiture of Wind", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :erupting-earth {:description "Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.", :key :erupting-earth, :school "transmutation", :name "Erupting Earth", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Elemental Evil", :components {:verbal true, :somatic true, :material true, :material-component "a piece of obsidian"}, :casting-time "1 action", :spell-lists {:wizard true, :warlock false, :druid true, :sorcerer true}, :range "120 feet"}, :investiture-of-stone {:description "Until the spell ends, bits of rock spread across your body, and you gain the following benefits:\n• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\n• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.", :key :investiture-of-stone, :school "transmutation", :name "Investiture of Stone", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :primordial-ward {:description "You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.\nWhen you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.", :key :primordial-ward, :school "abjuration", :name "Primordial Ward", :duration "Concentration, up to 1 minute", :level 6, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true}, :range "Self"}, :investiture-of-flame {:description "Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:\n• You are immune to fire damage and have resistance to cold damage.\n• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.\n• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.", :key :investiture-of-flame, :school "transmutation", :name "Investiture of Flame", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil", :casting-time "1 action", :spell-lists {:wizard true, :warlock true, :sorcerer true, :druid true}, :range "Self"}, :immolation {:description "Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means.\nIf damage from this spell reduces a target to 0 hit points, the target is turned to ash.", :key :immolation, :school "evocation", :name "Immolation", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Elemental Evil", :components {:verbal true}, :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "90 feet"}, :gust {:description "You seize the air and compel it to create one of the following effects at a point you can see within range:\n• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.\n• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.\n• You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.", :key :gust, :school "transmutation", :name "Gust", :duration "Instantaneous", :level 0, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}}, :orcpub.dnd.e5/backgrounds {}, :orcpub.dnd.e5/languages {:aarakocra {:option-pack "Elemental Evil", :name "Aarakocra", :key :aarakocra}, :auran {:option-pack "Elemental Evil", :name "Auran", :key :auran}}}, "Xanathars Guide to Everything (arandomstringofnum#2919)" {:orcpub.dnd.e5/subclasses {:war-magic {:class :wizard, :traits [{:name "Arcane Deflection", :level 2, :description "At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.\nWhen you use this feature, you can’t cast spells other than cantrips until the end of your next turn. "} {:level 2, :name "Tactical Wit", :description "Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. "} {:level 6, :name "Power Surge", :description "Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.\nYou can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.\nOnce per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level."} {:level 10, :name "Durable Magic", :description "Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws."} {:level 14, :name "Deflecting Shroud", :description "At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level. "}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "War Magic", :key :war-magic}, :way-of-the-drunken-master {:class :monk, :traits [{:description "When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it. ", :level 3, :name "Bonus Proficiencies "} {:name "Drunken Technique ", :level 3, :description "At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. "} {:name "Tipsy Sway", :level 6, :description "Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits. \n\nLeap to Your Feet: When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.\n\nRedirect Attack: When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. "} {:level 11, :name "Drunkard’s Luck", :description "Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll."} {:level 17, :name "Intoxicated Frenzy", :description "At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn."}], :level-modifiers [{:type :skill-prof, :value :performance, :level 3}], :option-pack "Xanathar's Guide To Everything", :name "Way of the Drunken Master", :key :way-of-the-drunken-master}, :path-of-the-storm-herald {:class :barbarian, :traits [{:name "Storm Aura", :level 3, :description "Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.\nYour aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.\nIf Your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.\n\nDesert: When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.\n\nSea: When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.\n\nTundra: When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level."} {:level 6, :name "Storm Soul", :description "At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.\n\nDesert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.\n\nSea: You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.\n\nTundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube Of it into ice, which melts after 1 minute. This action fails if a creature is in the cube."} {:level 10, :name "Shielding Storm", :description "At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura."} {:level 14, :name "Raging Storm", :description "At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.\n\nDesert: Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.\n\nSea: When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.\n\nTundra: Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it."}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Path of the Storm Herald", :key :path-of-the-storm-herald}, :the-hexblade {:class :warlock, :traits [{:name "Hexblade’s Curse", :description "Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:\n-You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.\n-Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.\n-If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).\nYou can’t use this feature again until you finish a short or long rest."} {:name "Hex Warrior", :description "The influence of your patron allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type."} {:name "Accursed Specter", :level 6, :description "Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).\nThe specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. \nOnce you bind a specter with this feature, you can’t use the feature again until you finish a long rest. "} {:name "Armor of Hexes", :level 10, :description "At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. "} {:level 14, :name "Master of Hexes", :description "Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature. "}], :level-modifiers [{:type :weapon-prof, :value :martial} {:type :armor-prof, :value :shields} {:type :armor-prof, :value :medium}], :option-pack "Xanathar's Guide To Everything", :name "The Hexblade", :warlock-spells {1 {0 :shield, 1 :wrathful-smite}, 2 {0 :blur, 1 :branding-smite}, 3 {0 :blink, 1 :elemental-weapon}, 4 {0 :phantasmal-killer, 1 :staggering-smite}, 5 {0 :banishing-smite, 1 :cone-of-cold}}, :key :the-hexblade}, :gloom-stalker {:class :ranger, :traits [{:name "Dread Ambusher", :level 3, :description "At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.\nAt the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type. "} {:name "Umbral Sight ", :description "At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.\nYou are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. ", :level 3} {:level 7, :name "Iron Mind", :description "By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). "} {:name "Stalker’s Flurry", :description "At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. ", :level 11} {:name "Shadowy Dodge", :description "Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. ", :level 15}], :level-modifiers [{:type :spell, :level 3, :value {:key :disguise-self, :level 1, :ability :wis}} {:type :spell, :level 5, :value {:level 2, :ability :wis, :key :rope-trick}} {:type :spell, :level 9, :value {:level 3, :ability :wis, :key :fear}} {:type :spell, :level 13, :value {:level 4, :ability :wis, :key :greater-invisibility}} {:type :spell, :level 17, :value {:level 5, :ability :wis, :key :seeming}}], :option-pack "Xanathar's Guide To Everything", :name "Gloom Stalker", :key :gloom-stalker}, :horizon-walker {:class :ranger, :traits [{:name "Detect Portal", :level 3, :description "At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.\nOnce you use this feature, you can’t use it again until you finish a short or long rest.\nSee the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals."} {:name "Planar Warrior", :description "At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.\nAs a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. ", :level 3} {:name "Ethereal Step", :description "At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.\nOnce you use this feature, you can’t use it again until you finish a short or long rest. ", :level 7} {:name "Distant Strike", :level 11, :description "At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.\nIf you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. "} {:name "Spectral Defense", :level 15, :description "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."}], :level-modifiers [{:type :spell, :level 3, :value {:level 1, :key :protection-from-evil-and-good, :ability :wis}} {:type :spell, :level 5, :value {:key :misty-step, :level 2, :ability :wis}} {:type :spell, :level 9, :value {:level 3, :ability :wis, :key :haste}} {:type :spell, :level 13, :value {:level 4, :ability :wis, :key :banishment}} {:type :spell, :level 17, :value {:level 5, :ability :wis, :key :teleportation-circle}}], :option-pack "Xanathar's Guide To Everything", :name "Horizon Walker", :key :horizon-walker}, :storm-sorcery {:class :sorcerer, :traits [{:name "Wind Speaker", :description "The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran."} {:name "Tempestuous Magic", :description "Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. "} {:level 6, :name "Heart of the Storm", :description "At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level."} {:level 6, :name "Storm Guide", :description "At 6th level, you gain the ability to subtly control the weather around you.\nIf it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.\nIf it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind."} {:level 14, :name "Storm’s Fury", :description "Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. "} {:level 18, :name "Wind Soul", :description "At 18th level, you gain immunity to lightning and thunder damage.\nYou also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest. "}], :level-modifiers [{:type :damage-resistance, :level 6, :value :thunder} {:type :damage-resistance, :level 6, :value :lightning}], :option-pack "Xanathar's Guide To Everything", :name "Storm Sorcery", :key :storm-sorcery}, :circle-of-the-shepherd {:class :druid, :traits [{:name "Speech of the Woods", :level 2, :description "At 2nd level, you gain the ability to converse with beasts and many fey.\nYou learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. "} {:name "Spirit Totem", :level 2, :description "Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.\nAs a bonus action, you can move the spirit up to 60 feet to a point you can see.\nThe spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t\nuse it again until you finish a short or long rest.\nThe effect of the spirit’s aura depends on the type of spirit you summon from the options below.\n\nBear Spirit: The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.\n\nHawk Spirit: The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.\n\nUnicorn Spirit: The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level."} {:name "Mighty Summoner", :level 6, :description "Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits: \n-The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.\n-The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage."} {:name "Guardian Spirit", :level 10, :description "Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level. "} {:name "Faithful Summons ", :level 14, :description "Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).\nOnce you use this feature, you can’t use it again until you finish a long rest. "}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Circle of the Shepherd", :key :circle-of-the-shepherd}, :inquisitive {:class :rogue, :traits [{:name "Ear for Deceit", :level 3, :description "When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8."} {:name " Eye for Detail", :level 3, :description "Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. "} {:level 3, :name "Insightful Fighting", :description "At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.\nThis benefit lasts for 1 minute or until you successfully use this feature against a different target. "} {:name "Steady Eye", :level 9, :description "Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn."} {:level 13, :name "Unerring Eye", :description "Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest."} {:name "Eye for Weakness", :level 17, :description "At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6. "}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Inquisitive", :key :inquisitive}, :circle-of-dreams {:class :druid, :traits [{:level 2, :name "Balm of the Summer Court", :description "At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.\nAs a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.\nYou regain all expended dice when you finish a long rest. "} {:name "Hearth of Moonlight and Shadow", :level 6, :description "At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.\nWhile within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.\nThe sphere vanishes at the end of the rest or when you leave the sphere."} {:name "Hidden Paths", :level 10, :description "Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest."} {:level 14, :name "Walker in Dreams", :description "At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.\nWhen you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.\nThis use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted.\nOnce you use this feature, you can’t use it again until you finish a long rest."}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Circle of Dreams", :key :circle-of-dreams}, :path-of-the-ancestral-guardian {:class :barbarian, :traits [{:name "Ancestral Protectors", :level 3, :description "Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early ifyour rage ends."} {:level 6, :name "Spirit Shield", :description "Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.\nWhen you reach certain levels in this class. you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level."} {:level 10, :name "Consult the Spirits", :description "At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one Of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.\nAfter you cast either spell in this way, you can’t use this feature again until you finish a short or long rest."} {:level 14, :name "Vengeful Ancestors", :description "At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents."}], :level-modifiers [], :name "Path of The Ancestral Guardian", :option-pack "Xanathar's Guide To Everything", :key :path-of-the-ancestral-guardian}, :college-of-swords {:class :bard, :traits [{:name "Bonus Proficiencies", :level 3, :description "If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus\nfor your bard spells. "} {:level 3, :name "Fighting Style", :description "At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.\n\nDueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. "} {:level 3, :name "Blade Flourish", :description "At 3rd level, you learn to perform impressive displays of martial prowess and speed.\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.\n\nDefensive Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.\n\nSlashing Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.\n\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target. "} {:level 6, :name "Extra Attack", :description "Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it\ninstead of expending a Bardic Inspiration die. "} {:level 14, :name "Master’s Flourish", :description "Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.\nMany other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power. "}], :level-modifiers [{:type :weapon-prof, :level 3, :value :scimitar} {:type :armor-prof, :level 3, :value :medium}], :option-pack "Xanathar's Guide To Everything", :name "College of Swords", :key :college-of-swords}, :oath-of-conquest {:class :paladin, :traits [{:description "You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.", :level 3, :name "Conquering Presence"} {:name "Guided Strike", :level 3, :description "You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses."} {:name "Aura of Conquest", :description "Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.\nIf a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.\nAt 18th level, the range of this aura increases to 30 feet.", :level 7} {:name "Scornful Rebuke", :level 15, :description "Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated. "} {:level 20, :name "Invincible Conqueror", :description "At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:\n-You have resistance to all damage.\n-When you take the Attack action on your turn, you can make one additional attack as part of that action.\n-Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.\nOnce you use this feature, you can’t use it again until you finish a long rest. "}], :level-modifiers [{:type :spell, :level 3, :value {:ability :cha, :key :armor-of-agathys, :level 1}} {:type :spell, :value {:level 1, :key :command, :ability :cha}, :level 3} {:type :spell, :level 5, :value {:level 2, :ability :cha, :key :hold-person}} {:type :spell, :level 5, :value {:level 2, :ability :cha, :key :spiritual-weapon}} {:type :spell, :level 9, :value {:level 3, :ability :cha, :key :bestow-curse}} {:type :spell, :level 9, :value {:level 3, :ability :cha, :key :fear}} {:type :spell, :level 13, :value {:level 4, :ability :cha, :key :dominate-beast}} {:type :spell, :level 13, :value {:level 4, :ability :cha, :key :stoneskin}} {:type :spell, :level 17, :value {:level 5, :ability :cha, :key :cloudkill}} {:type :spell, :level 17, :value {:level 5, :ability :cha, :key :dominate-person}}], :option-pack "Xanathar's Guide To Everything", :name "Oath of Conquest", :key :oath-of-conquest}, :divine-soul {:class :sorcerer, :traits [{:name "Divine Magic", :description "Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. \nIn addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list."} {:name "Favored by the Gods", :description "Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest."} {:level 6, :name "Empowered Healing", :description "Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn."} {:level 14, :name "Otherworldly Wings", :description "Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.\nThe affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality."} {:level 18, :name "Unearthly Recovery", :description "At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.\nOnce you use this feature, you can’t use it again until you finish a long rest."}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Divine Soul", :key :divine-soul}, :monster-slayer {:class :ranger, :traits [{:level 3, :name " Hunter’s Sense", :description "At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. "} {:level 3, :name "Slayer’s Prey", :description "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.\nThis benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. "} {:level 7, :name "Supernatural Defense", :description "At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll. "} {:level 11, :name "Magic-User’s Nemesis", :description "At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.\nOnce you use this feature, you can’t use it again until you finish a short or long rest."} {:level 15, :name "Slayer’s Counter", :description "At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects. "}], :level-modifiers [{:type :spell, :level 3, :value {:level 1, :ability :wis, :key :protection-from-evil-and-good}} {:type :spell, :level 5, :value {:level 2, :ability :wis, :key :zone-of-truth}} {:type :spell, :level 9, :value {:level 3, :ability :wis, :key :magic-circle}} {:type :spell, :level 13, :value {:level 4, :ability :wis, :key :banishment}} {:type :spell, :level 17, :value {:level 5, :ability :wis, :key :hold-monster}}], :option-pack "Xanathar's Guide To Everything", :name "Monster Slayer", :key :monster-slayer}, :oath-of-redemption {:class :paladin, :traits [{:level 3, :description "You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.", :name "Emissary of Peace"} {:level 3, :description "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.", :name "Rebuke the Violent"} {:name "Aura of the Guardian", :level 7, :description "Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.\nAt 18th level, the range of this aura increases to 30 feet."} {:name "Protective Spirit", :level 15, :description "Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated."} {:level 20, :name "Emissary of Redemption", :description "At 20th level, you become an avatar of peace, which gives you two benefits:\n-You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).\n-Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.\nIf you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest. "}], :level-modifiers [{:type :spell, :level 3, :value {:level 1, :key :sanctuary, :ability :cha}} {:type :spell, :level 3, :value {:level 1, :key :sleep, :ability :cha}} {:type :spell, :level 5, :value {:level 2, :key :calm-emotions, :ability :cha}} {:type :spell, :level 5, :value {:level 2, :key :hold-person, :ability :cha}} {:type :spell, :level 9, :value {:level 3, :key :counterspell, :ability :cha}} {:type :spell, :level 9, :value {:level 3, :key :hypnotic-pattern, :ability :cha}} {:type :spell, :level 13, :value {:level 4, :key :otilukes-resilient-sphere, :ability :cha}} {:type :spell, :level 13, :value {:level 4, :key :stoneskin, :ability :cha}} {:type :spell, :level 17, :value {:level 5, :key :hold-monster, :ability :cha}} {:type :spell, :level 17, :value {:level 5, :key :wall-of-force, :ability :cha}}], :option-pack "Xanathar's Guide To Everything", :name "Oath of Redemption", :key :oath-of-redemption}, :scout {:class :rogue, :traits [{:name "Skirmisher", :level 3, :description "Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks."} {:level 3, :name "Survivalist", :description "When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies."} {:level 9, :name "Superior Mobility", :description "At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well."} {:level 13, :name "Ambush Master", :description "Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn."} {:level 17, :name "Sudden Strike", :description "Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn."}], :level-modifiers [{:type :skill-prof, :level 3, :value :nature} {:type :skill-prof, :level 3, :value :survival}], :option-pack "Xanathar's Guide To Everything", :name "Scout", :key :scout}, :grave-domain {:class :cleric, :traits [{:description "At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.\nIn addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.", :name "Circle of Mortality"} {:name "Eyes of the Grave", :description "At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest."} {:level 2, :name "Channel Divinity: Path to the Grave", :description "Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.\nAs an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends. "} {:level 6, :name "Sentinel at Death’s Door", :description "At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. "} {:level 8, :name "Potent Spellcasting", :description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. "} {:level 17, :name "Keeper of Souls ", :description "Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn. "}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Grave Domain", :cleric-spells {1 {0 :bane, 1 :false-life}, 2 {0 :gentle-repose, 1 :ray-of-enfeeblement}, 3 {0 :revivify, 1 :vampiric-touch}, 4 {0 :blight, 1 :death-ward}, 5 {0 :antilife-shell, 1 :raise-dead}}, :key :grave-domain}, :path-of-the-zealot {:class :barbarian, :traits [{:level 3, :name "Divine Fury", :description "Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature."} {:level 3, :name "Warrior ofthe Gods", :description "At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you."} {:level 6, :name "Fanatical Focus", :description "Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage."} {:level 10, :name "Zealous Presence", :description "At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.\nOnce you use this feature, you can’t use it again until you finish a long rest."} {:level 14, :name "Rage beyond Death", :description "Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.\nWhile you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don\"t die until your rage ends, and you die then only if you still have 0 hit points."}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Path of the Zealot", :key :path-of-the-zealot}, :arcane-archer {:class :fighter, :traits [{:description "At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.", :level 3, :name "Arcane Archer Lore"} {:level 3, :name "Arcane Shot", :description "At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below). \nOnce per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.\nYou gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter. \n\nArcane Shot Options\nThe 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.\nIf an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.\n\nBanishing Arrow: 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.\nAfter you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.\n\nBeguiling Arrow: 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.\nThe psychic damage increases to 4d6 when you reach 18th level in this class.\n\nBursting Arrow: 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.\nThe force damage increases to 4d6 when you reach 18th level in this class.\n\nEnfeebling Arrow: 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.\nThe necrotic damage increases to 4d6 when you reach 18th level in this class.\n\nGrasping Arrow: 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.\nThe poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.\n\nPiercing Arrow: 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.\nThe piercing damage increases to 2d6 when you reach 18th level in this class.\n\nSeeking Arrow: 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.\nThe force damage increases to 2d6 when you reach 18th level in this class.\n\nShadow Arrow: 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.\nThe psychic damage increases to 4d6 when you reach 18th level in this class."} {:name "Magic Arrow", :description "At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. ", :level 7} {:description "At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. ", :level 7, :name "Curving Shot "} {:name "Ever-Ready Shot ", :level 15, :description "Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it."}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Arcane Archer", :key :arcane-archer}, :shadow-magic {:class :sorcerer, :traits [{:name "Eyes of the Dark", :description "Starting at 1st level, you have darkvision with a range of 120 feet.\nWhen you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell."} {:name "Strength of the Grave", :description "Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.\nAfter the saving throw succeeds, you can’t use this feature again until you finish a long rest."} {:level 6, :name "Hound of Ill Omen", :description "At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:\n-The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.\n-It appears with a number of temporary hit points equal to half your sorcerer level.\n-It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.\n-At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.\nThe hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes."} {:level 14, :name "Shadow Walk", :description "At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness."} {:level 18, :name "Umbral Form", :description "Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.\nYou remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action."}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Shadow Magic", :key :shadow-magic}, :forge-domain {:class :cleric, :traits [{:description "When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools. ", :name "Bonus Proficiencies"} {:description "At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.\nOnce you use this feature, you can’t use it again until you finish a long rest. ", :name "Blessing of the Forge"} {:name "Channel Divinity: Artisan’s Blessing ", :level 2, :description "Starting at 2nd level, you can use your Channel Divinity to create simple items.\nYou 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 Player’s Handbook 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.\nThe 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.\nThe ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual."} {:name "Soul of the Forge", :level 6, :description "Starting at 6th level, your mastery of the forge grants you special abilities:\n-You gain resistance to fire damage.\n-While wearing heavy armor, you gain a +1 bonus to AC."} {:name "Divine Strike", :description "At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8} {:name "Saint of Forge and Fire", :level 17, :description "At 17th level, your blessed affinity with fire and metal becomes more powerful:\n-You gain immunity to fire damage.\n-While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. "}], :level-modifiers [{:type :armor-prof, :value :heavy}], :option-pack "Xanathar's Guide To Everything", :name "Forge Domain", :cleric-spells {1 {0 :identify, 1 :searing-smite}, 2 {0 :heat-metal, 1 :magic-weapon}, 3 {0 :elemental-weapon, 1 :protection-from-energy}, 4 {0 :fabricate, 1 :wall-of-fire}, 5 {0 :animate-objects, 1 :creation}}, :key :forge-domain}, :college-of-glamour {:class :bard, :traits [{:name "Mantle of Inspiration", :level 3, :description "When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.\nAs a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. \nThe number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level. "} {:level 3, :name "Enthralling Performance", :description "Starting at 3rd level, you can charge your performance with seductive, fey magic.\nIf you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.\nIf a target succeeds on its saving throw, the target has no hint that you tried to charm it.\nOnce you use this feature, you can’t use it again until you finish a short or long rest. "} {:level 6, :name "Mantle of Majesty", :description "At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.\nAny creature charmed by you automatically fails its saving throw against the command you cast with this feature.\nOnce you use this feature, you can’t use it again until you finish a long rest. "} {:level 14, :name "Unbreakable Majesty", :description "At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.\nIn addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. \nOnce you assume this majestic presence, you can’t do so again until you finish a short or long rest."}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "College of Glamour", :key :college-of-glamour}, :samurai- {:class :fighter, :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency in one of the following skills\nof your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one\nlanguage of your choice. ", :level 3, :name "Bonus Proficiency"} {:name "Fighting Spirit", :level 3, :description "Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.\nYou can use this feature three times, and you regain all expended uses of it when you finish a long rest. "} {:name "Elegant Courtier ", :description "Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.\nYour self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice)."} {:name "Tireless Spirit ", :description "Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use."} {:name "Rapid Strike ", :description "Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn. "} {:name "Strength before Death ", :description "Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.\nOnce you use this feature, you can’t use it again until you finish a long rest. "}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Samurai ", :key :samurai-}, :cavalier {:class :fighter, :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. ", :level 3, :name "Bonus Proficiency "} {:name "Born to the Saddle ", :level 3, :description "Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.\nFinally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed."} {:level 3, :name "Unwavering Mark", :description "Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.\nWhile it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.\nIn addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.\nRegardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest."} {:level 7, :description "At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.\nYou can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. ", :name "Warding Maneuver"} {:level 10, :name "Hold the Line", :description "At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn."} {:level 15, :name "Ferocious Charger", :description "Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns. "} {:level 18, :name "Vigilant Defender", :description "Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction. "}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Cavalier", :key :cavalier}, :way-of-the-kensei {:class :monk, :traits [{:description "When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons.\n\nKensei Weapons: Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.", :level 3, :name "Path of the Kensei "} {:name "Kensei’s Shot", :level 3, :description "You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn."} {:name "Agile Parry", :description "If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.", :level 3} {:name "Way of the Brush", :level 3, :description "You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies. "} {:level 6, :name "Magic Kensei Weapons", :description "Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage."} {:level 6, :name "Deft Strike", :description "When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns."} {:name "Sharpen the Blade", :level 11, :description "At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls. "} {:name "Unerring Accuracy", :level 17, :description "At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns."}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Way of the Kensei", :key :way-of-the-kensei}, :college-of-whispers {:class :bard, :traits [{:name "Psychic Blades", :level 3, :description "When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind.\nWhen you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.\nThe psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. "} {:level 3, :name "Words of Terror", :description "At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.\nIf you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.\nIf the target succeeds on its saving throw, the target has no hint that you tried to frighten it.\nOnce you use this feature, you can’t use it again until you finish a short or long rest. "} {:level 6, :name "Mantle of Whispers", :description "At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.\nYou can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. \nWhile you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.\nAnother creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.\nOnce you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest. "} {:level 14, :name "Shadow Lore", :description "At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.\nAs an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.\nOn a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.\nThe charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.\nWhen the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a long rest."}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "College of Whispers", :key :college-of-whispers}, :the-celestial {:class :warlock, :traits [{:description "At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.\nAs a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.\nYour pool regains all expended dice when you finish a long rest.", :name "Healing Light"} {:name "Radiant Soul", :description "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.", :level 6} {:name "Celestial Resilience", :level 10, :description "Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier. "} {:name "Searing Vengeance", :level 14, :description "Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.\nOnce you use this feature, you can’t use it again until you finish a long rest."}], :level-modifiers [{:type :spell, :value {:key :light, :ability :cha}} {:type :spell, :value {:key :sacred-flame, :ability :cha}}], :option-pack "Xanathar's Guide To Everything", :name "The Celestial", :warlock-spells {1 {0 :cure-wounds, 1 :guiding-bolt}, 2 {0 :flaming-sphere, 1 :lesser-restoration}, 3 {0 :daylight, 1 :revivify}, 4 {0 :guardian-of-faith, 1 :wall-of-fire}, 5 {0 :flame-strike, 1 :greater-restoration}}, :key :the-celestial}}, :orcpub.dnd.e5/spells {:dawn {:description "The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.\nWhen the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.\nIf you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.", :key :dawn, :school "evocation", :name "Dawn", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a sunburst pendant worth at least 100 gp", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :wizard true}, :range "60 feet"}, :summon-greater-demon {:description "You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.\nRoll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.\nAt the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.", :key :summon-greater-demon, :school "conjuration", :name "Summon Greater Demon", :duration "Concentration, up to 1 hour", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :material-component "a vial of blood from a humanoid killed within the past 24 hours", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :steel-wind-strike {:description "You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.\nYou can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.", :key :steel-wind-strike, :school "conjuration", :name "Steel Wind Strike", :duration "Instantaneous", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :material true, :material-component "a melee weapon worth at least 1 sp"}, :casting-time "1 action", :spell-lists {:sorcerer false, :ranger true, :wizard true}, :range "30 feet"}, :tenser-s-transformation {:description "You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:\n-You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.\n-You have advantage on attack rolls that you make with simple and martial weapons.\n-When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.\n-You have proficiency with all armor, shields, simple weapons, and martial weapons.\n-You have proficiency in Strength and Constitution saving throws.\n-You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.", :key :tenser-s-transformation, :school "transmutation", :name "Tenser’s Transformation", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a few hairs from a bull", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Self"}, :druid-grove {:description "You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.\nThe spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\nThe entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.\n\nSolid Fog: You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.\n\nGrasping Undergrowth: You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.\n\nGrove Guardians: You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.\n\nAdditional Spell Effect: You can place your choice of one of the following magical effects within the warded area:\n-A constant gust of wind in two locations of your choice\n-Spike growth in one location of your choice\n-Wind wall in two locations of your choice\nTo a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.", :key :druid-grove, :school "abjuration", :name "Druid Grove", :duration "24 hours", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon"}, :casting-time "10 minutes", :spell-lists {:druid true}, :range "Touch"}, :crown-of-stars {:description "Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.\nIf you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.", :key :crown-of-stars, :school "evocation", :name "Crown of Stars", :duration "1 hour", :level 7, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "Self"}, :toll-the-dead {:description "You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.\nThe spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).", :key :toll-the-dead, :school "necromancy", :name "Toll the Dead", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:cleric true, :warlock true, :wizard true}, :range "60 feet"}, :power-word-pain {:description "You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.\nWhile the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.\nA target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.", :key :power-word-pain, :school "enchantment", :name "Power Word Pain", :duration "Instantaneous", :level 7, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :enervation {:description "A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you.\nWhenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", :key :enervation, :school "necromancy", :name "Enervation", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :mind-spike {:description "You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", :key :mind-spike, :school "divination", :name "Mind Spike", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :wrath-of-nature {:description "You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.\n\nGrasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.\n\nTrees: At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.\n\nRoots and Vines: At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.\n\nRocks: As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.", :key :wrath-of-nature, :school "evocation", :name "Wrath of Nature", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "120 feet"}, :tiny-servant {:description "You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.\nAs a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.\nWhen the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.", :key :tiny-servant, :school "transmutation", :name "Tiny Servant", :duration "8 hours", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 minute", :spell-lists {:wizard true}, :range "Touch"}, :invulnerability {:description "You are immune to all damage until the spell ends.", :key :invulnerability, :school "abjuration", :name "Invulnerability", :duration "Concentration, up to 10 minutes", :level 9, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "a small piece of adamantine worth at least 500 gp, which the spell consumes"}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Self"}, :mighty-fortress {:description "A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.\nThe fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.\nA small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.\nA staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.\nThe walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.\nAfter 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.\nCasting this spell on the same spot once every 7 days for a year makes the fortress permanent.", :key :mighty-fortress, :school "conjuration", :name "Mighty Fortress", :duration "Instantaneous", :level 8, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :material-component "a diamond worth at least 500 gp, which the spell consumes", :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:wizard true}, :range "1 mile"}, :find-greater-steed {:description "You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.\nYou control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.\nThe mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.\nYou can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.\nWhenever the mount disappears, it leaves behind any objects it was wearing or carrying.", :key :find-greater-steed, :school "conjuration", :name "Find Greater Steed", :duration "Instantaneous", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "10 minutes", :spell-lists {:paladin true}, :range "30 feet"}, :shadow-blade {:description "You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.\nIf you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.\nAt Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.", :key :shadow-blade, :school "illusion", :name "Shadow Blade", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "Self"}, :summon-lesser-demons {:description "You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.\n(d6) Demons Summoned\n(1–2) Two demons of challenge rating 1 or lower\n(3–4) Four demons of challenge rating 1/2 or lower\n(5–6) Eight demons of challenge rating 1/4 or lower\nThe DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.\nThe demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.", :key :summon-lesser-demons, :school "conjuration", :name "Summon Lesser Demons", :duration "Concentration, up to 1 hour", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a vial of blood from a humanoid killed within the past 24 hours", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :illusory-dragon {:description "By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature.\nWhen the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.\nAs a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.\nThe illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.", :key :illusory-dragon, :school "illusion", :name "Illusory Dragon", :duration "Concentration, up to 1 minute", :level 8, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "120 feet"}, :healing-spirit {:description "You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).\nUntil the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.\nAs a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.", :key :healing-spirit, :school "conjuration", :name "Healing Spirit", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 bonus action ", :spell-lists {:druid true, :ranger true}, :range "60 feet"}, :wall-of-light {:description "A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.\nWhen the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\nA creature that ends its turn in the wall’s area takes 4d8 radiant damage.\nUntil the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", :key :wall-of-light, :school "evocation", :name "Wall of Light", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a hand mirror", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :temple-of-the-gods {:description "You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.\nYou make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.\nThe temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.\nThe temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.\nIn addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.\nFinally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).\nThe temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.\nCasting this spell on the same spot every day for a year makes this effect permanent.", :key :temple-of-the-gods, :school "conjuration", :name "Temple of the Gods", :duration "24 hours", :level 7, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a holy symbol worth at least 5 gp", :verbal true, :somatic true, :material true}, :casting-time "1 hour", :spell-lists {:cleric true}, :range "120 feet"}, :zephyr-strike {:description "You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.\nOnce before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.", :key :zephyr-strike, :school "transmutation", :name "Zephyr Strike", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :dragon-s-breath {:description "You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", :key :dragon-s-breath, :school "transmutation", :name "Dragon’s Breath", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "a hot pepper"}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :wizard true}, :range "Touch"}, :catnap {:description "You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.", :key :catnap, :school "enchantment", :name "Catnap", :duration "10 minutes", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :material true, :material-component "a pinch of sand"}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "30 feet"}, :sickening-radiance {:description "Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.\nWhen a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.", :key :sickening-radiance, :school "evocation", :name "Sickening Radiance", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :synaptic-static {:description "You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.\nAfter a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.", :key :synaptic-static, :school "enchantment", :name "Synaptic Static", :duration "Instantaneous", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :word-of-radiance {:description "You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :word-of-radiance, :school "evocation", :name "Word of Radiance", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :material true, :material-component "a holy symbol"}, :casting-time "1 action", :spell-lists {:cleric true}, :range "5 feet"}, :scatter {:description "The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.", :key :scatter, :school "conjuration", :name "Scatter", :duration "Instantaneous", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :shadow-of-moil {:description "Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.\nUntil the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.", :key :shadow-of-moil, :school "necromancy", :name "Shadow of Moil", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "an undead eyeball encased in a gem worth at least 150 gp"}, :casting-time "1 action", :spell-lists {:warlock true}, :range "Self"}, :chaos-bolt {:description "You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below:\n1 Acid\n2 Cold\n3 Fire\n4 Force\n5 Lightning\n6 Poison\n7 Psychic\n8 Thunder\nIf you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.\nA creature can be targeted only once by each casting of this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.", :key :chaos-bolt, :school "evocation", :name "Chaos Bolt", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true}, :range "120 feet"}, :abi-d-s-horrid-wilting {:description "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.\nNonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.", :key :abi-d-s-horrid-wilting, :school "necromancy", :name "Abi-D.'s Horrid Wilting", :duration "Instantaneous", :level 8, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "a bit of sponge"}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :cause-fear {:description "You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", :key :cause-fear, :school "necromancy", :name "Cause Fear", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action ", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :infernal-calling {:description "Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.\nThe devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics.\nOn each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command — such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so.\nIf your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.\nIf you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.", :key :infernal-calling, :school "conjuration", :name "Infernal Calling", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a ruby worth at least 999 gp", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:warlock true, :wizard true}, :range "90 feet"}, :charm-monster {:description "You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", :key :charm-monster, :school "enchantment", :name "Charm Monster", :duration "1 hour", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :life-transference {:description "You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", :key :life-transference, :school "necromancy", :name "Life Transference", :duration "Instantaneous", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :wizard true}, :range "30 feet"}, :guardian-of-nature {:description "A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.\n\nPrimal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits:\n-Your walking speed increases by 10 feet.\n-You gain darkvision with a range of 120 feet.\n-You make Strength-based attack rolls with advantage.\n-Your melee weapon attacks deal an extra 1d6 force damage on a hit.\n\nGreat Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:\n-You gain 10 temporary hit points.\n-You make Constitution saving throws with advantage.\n-You make Dexterity- and Wisdom-based attack rolls with advantage.\n-While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies. ", :key :guardian-of-nature, :school "transmutation", :name "Guardian of Nature", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:druid true, :paladin true}, :range "Self"}, :mental-prison {:description "You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.", :key :mental-prison, :school "illusion", :name "Mental Prison", :duration "Concentration, up to 1 minute", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :psychic-scream {:description "You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.\nEach target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.\nA stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.", :key :psychic-scream, :school "enchantment", :name "Psychic Scream", :duration "Instantaneous", :level 9, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :danse-macabre {:description "Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.\nYou can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.\nThe creatures are under your control until the spell ends, after which they become inanimate once more.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.", :key :danse-macabre, :school "necromancy", :name "Danse Macabre", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :create-homunculus {:description "While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus.\nThe statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus’s death.\nYou can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.", :key :create-homunculus, :school "transmutation", :name "Create Homunculus", :duration "Instantaneous", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp"}, :casting-time "1 hour", :spell-lists {:wizard true}, :range "Touch"}, :enemies-abound {:description "You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\nWhenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.", :key :enemies-abound, :school "enchantment", :name "Enemies Abound", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :ceremony {:description "You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.\n\nAtonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.\n\nBless Water: You touch one vial of water and cause it to become holy water.\n\nComing of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.\n\nDedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.\n\nFuneral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.\n\nWedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.", :key :ceremony, :school "abjuration", :name "Ceremony", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:material-component "25 gp worth of powdered silver, which the spell consumes", :verbal true, :somatic true, :material true}, :casting-time "1 hour", :spell-lists {:cleric true, :paladin true}, :range "Touch"}, :maddening-darkness {:description "Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area.\nShrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.", :key :maddening-darkness, :school "evocation", :name "Maddening Darkness", :duration "Concentration, up to 10 minutes", :level 8, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a drop of pitch mixed with a drop of mercury", :verbal true, :material true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "150 feet"}, :holy-weapon {:description "You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.\nAs a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.", :key :holy-weapon, :school "evocation", :name "Holy Weapon", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:cleric true, :paladin true}, :range "Touch"}, :primal-savagery {:description "You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.\nThe spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", :key :primal-savagery, :school "transmutation", :name "Primal Savagery", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true}, :range "Self"}, :negative-energy-flood {:description "You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.\nIf you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.", :key :negative-energy-flood, :school "necromancy", :name "Negative Energy Flood", :duration "Instantaneous", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a broken bone and a square of black silk", :verbal true, :material true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :mass-polymorph {:description "You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.\nEach target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.\nEach target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.\nThe creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech.\nThe target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.", :key :mass-polymorph, :school "transmutation", :name "Mass Polymorph", :duration "Concentration, up to 1 hour", :level 9, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "a caterpillar cocoon"}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "120 feet"}, :thunder-step {:description "You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.\nYou can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.", :key :thunder-step, :school "conjuration", :name "Thunder Step", :duration "Instantaneous", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :snare {:description "As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.\nThis trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.\nThe trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.\nA restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.\nAfter the trap is triggered, the spell ends when no creature is restrained by it.", :key :snare, :school "abjuration", :name "Snare", :duration "8 hours", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:material-component "25 feet of rope, which the spell consumes", :verbal false, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:druid true, :paladin true, :wizard true}, :range "Touch"}, :infestation {:description "You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :infestation, :school "conjuration", :name "Infestation", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a living flea", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :far-step {:description "You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.", :key :far-step, :school "conjuration", :name "Far Step", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "Self"}, :skill-empowerment {:description "Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.\nYou must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.", :key :skill-empowerment, :school "transmutation", :name "Skill Empowerment", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "Touch"}, :soul-cage {:description "This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.\n\nSteal Life: You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.\n\nQuery Soul: You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.\n\nBorrow Experience: You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.\n\nEyes of the Dead: You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.\nA creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.", :key :soul-cage, :school "necromancy", :name "Soul Cage", :duration "8 hours", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a tiny silver cage worth 100 gp", :verbal true, :somatic true, :material true}, :casting-time "1 reaction, which you take when a humanoid you can see within 60 feet of you dies", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}}, :orcpub.dnd.e5/feats {:orcish-fury {:ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Orcish Fury", :description "Prerequisite: Half-Orc\n- When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.\n- Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.", :key :orcish-fury}, :bountiful-luck {:ability-increases #{}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Bountiful Luck", :description "Prerequisite: Halfling\nYour people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor!\nWhen an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.\nWhen you use this ability, you can’t use your Lucky racial trait before the end of your next turn.", :key :bountiful-luck}, :drow-high-magic {:ability-increases #{}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Drow High Magic", :description "Prerequisite: Elf(drow)\nYou learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.", :key :drow-high-magic}, :wood-elf-magic {:ability-increases #{}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Wood Elf Magic", :description "Prerequisite: Elf(wood)\nYou learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the long strider and pass Without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.", :key :wood-elf-magic}, :prodigy {:ability-increases #{}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Prodigy", :description "Prerequisite: Half-elf half-orc, or human\n- You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.\n- Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.", :props {:language-choice 1}, :key :prodigy}, :dragon-fear {:ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Dragon Fear", :description "Prerequisite: Dragonborn\nInstead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.", :key :dragon-fear}, :second-chance {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Second Chance", :description "Prerequisite: Halfling\n- When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.", :key :second-chance}, :squat-nimbleness {:ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Squat Nimbleness", :description "Prerequisite: Dwarf or a Small race\nYou gain proficiency in the Acrobatics or Athletics skill (your choice). - You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.", :props {:speed 5, :skill-prof-or-expertise {:acrobatics false, :athletics false}}, :key :squat-nimbleness}, :fey-teleportation {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Fey Teleportation", :description "Prerequisite: Elf(high)\n. You learn to speak, read, and write Sylvan.\n. You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.", :key :fey-teleportation}, :flames-of-phlegethos {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Flames of Phlegethos", :description "Prerequisite: Tiefling\n- When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.\n- Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.", :key :flames-of-phlegethos}, :infernal-constitution {:ability-increases #{:orcpub.dnd.e5.character/con}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Infernal Constitution", :description "Prerequisite: Tiefling\nYou have advantage on saving throws against being poisoned.", :props {:damage-resistance {:cold true, :poison true}}, :key :infernal-constitution}, :dwarven-fortitude {:ability-increases #{:orcpub.dnd.e5.character/con}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Dwarven Fortitude", :description "Prerequisite: Dwarf\nWhenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).", :key :dwarven-fortitude}, :elven-accuracy {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Elven Accuracy", :description "Prerequisite: Elf or Half-Elf\nWhenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once", :key :elven-accuracy}, :dragon-hide {:ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Dragon Hide", :description "Prerequisite: Dragonborn\nYou manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:\n- Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.\n- You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.", :key :dragon-hide}, :fade-away {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Fade Away", :description "Prerequisite: Gnome\nImmediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.", :key :fade-away}}, :orcpub.dnd.e5/selections {:arcane-shot {:options [{:name "Banishing Arrow", :description "You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its 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. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.\n"} {:name "Brute Bane Arrow", :description "You weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class"} {:name "Bursting Arrow", :description "You imbue your arrow with a blast of force energy drawn from the school of evocation. If the arrow hits a creature, the target and each creature within 10 feet of it also take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class."} {:name "Grasping\tArrow", :description "When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature, the target 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. The poison and slashing damage both increase to 4d6 when you reach 18th level in this class."} {:name "Mind-Scrambling Arrow", :description "Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target. The psychic damage increases to 4d6 when you reach 18th level in this class."} {:name "Piercing Arrow", :description "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 fires forward in a line that 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 target 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. The piercing damage increases to 2d6 when you reach 18th level in this class."} {:name "Seeking Arrow", :description "Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. 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. On a failed save, it 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. The force damage increases to 2d6 when you reach 18th level in this class."} {:name "Shadow Arrow", :description "You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. If the arrow hits a creature, the target 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. The psychic damage increases to 4d6 when you reach 18th level in this class"}], :option-pack "Xanathars Guide to Everything (arandomstringofnum#2919)", :name "Arcane Shot", :key :arcane-shot}}}, "Fiskie" {:orcpub.dnd.e5/classes {:wizard-summoner {nil nil, :key :wizard-summoner, :level-modifiers [{:type :weapon-prof, :value :dagger} {:type :weapon-prof, :value :dart} {:type :weapon-prof, :value :sling} {:type :weapon-prof, :value :quarterstaff} {:type :weapon-prof, :value :crossbow-light}], :name "Wizard Summoner", :subclass-level 2, :option-pack "Fiskie", :subclass-title "School of Evocation/Eidolon Archetype", :spellcasting {:level-factor 1, :known-mode :schedule, :ability :orcpub.dnd.e5.character/int, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil, :cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:dancing-lights :ray-of-frost :acid-splash :mage-hand :thorn-whip :booming-blade :minor-illusion :fire-bolt :mending :resistance :shocking-grasp :friends :chill-touch :true-strike :poison-spray :light :blade-ward :thaumaturgy :prestidigitation :message :green-flame-blade}, 1 #{}, 2 #{}, 3 #{}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/int true, :orcpub.dnd.e5.character/wis true, :orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/cha true}, :skill-options {:choose 2, :options {:arcana true, :history true, :insight true, :investigation true, :medicine true, :religion true}}, :skill-expertise-options {:options {:religion true, :persuasion true, :investigation true, :perception true, :animal-handling true, :nature true, :intimidation true, :arcana true, :insight true}}}, :hit-die 8, :traits [{:name "Bond Senses", :description "Starting at 2nd level, a summoner can, as an action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. While doing so, the summoner is completely blind, deaf, unfeeling and cannot taste until they end the effect. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a bonus action.", :level 2} {:name "Maker's Call", :level 6, :description "At 6th level, as an action, a summoner can call his eidolon to his side. This functions as the spell dimension door. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th."} {:name "Shield Ally", :level 14, :description "Beginning at 14th level, whenever a friendly creature is adjacent to the Eidolon, it receives half cover."} {:name "Life Bond", :level 18, :description "Beginning at 18th level, a summoner's life becomes linked to his Eidolon's. Whenever either the Eidolon or the Summoner takes damage, as a reaction either may sacrifice hit points up to the amount of the damage taken, and not in excess of their current hit points. If they do, they prevent damage equal to the number of hit points lost this way."} {:name "Twin Eidolon", :description "At 20th level, a summoner and his eidolon share a true connection. As an action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form, drop to the ground or be worn if it makes sense for him to wear it in the form of his eidolon. Items with continuous effects continue to function while absorbed in this way. The summoner loses access to their class levels while in this form, as well as his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon's evolutions, additionally the summoner gains the difference in health from his eidolon (if it has more) as temporary hit points. To exit this form, the summoner must use a separate action, otherwise he can stay this way for as long as they want.", :level 20} {:name "Arcane Recovery", :description "You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.\n\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots."} {:name "Spell Mastery", :description "\nAt 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\n\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels."} {:name "Signature Spells", :description "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.\n\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal."}]}}, :orcpub.dnd.e5/subclasses {:school-of-evocation-eidolist {:class :wizard-summoner, :traits [{:name "Evocation Savant", :description "\nBeginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.", :level 2} {:name "Sculpt Spells", :level 2, :description "Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.\n\n"} {:name "Potent Cantrip", :description "Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.\n\n", :level 6} {:name "Empowered Evocation", :description "Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.\n\n", :level 10} {:name "Overchannel", :description "\nStarting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.\n\nThe first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.", :level 14} {:description "Beginning at 7th level, an Eidolist can summon one of two eidolons as an action. The second eidolons build of your choosing. Only one eidolon can be summoned at a time. You also only need a long rest before you can change the characteristics of one of the eidolons builds.", :level 7, :name "Strong Bond"} {:name "Merge Forms", :description "At 15th level, as an action, an Eidolist can touch his Eidolon and the two can merge forms. This transformation includes all of the summoner's gear. While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the eidolon (although durations continue to expire).\n\nThe summoner can cast spells while inside the eidolon by taking control of the eidolon for the duration of the casting. Any material components used for these spells are taken from the summoner's gear, even though they are otherwise inaccessible. The summoner can direct all of the eidolon's actions while merged, can perceive through its senses, and can speak through its voice.\n\nAn Eidolist can end this effect at any time as a bonus action. The Eidolist emerges in a square adjacent to the Eidolon if able. If the Eidolon is returned to its home plane while the summoner is merged with it, the summoner is immediately ejected, taking 4d6 points of force damage, and is stunned for 1 minute.", :level 15}], :level-modifiers [], :option-pack "Fiskie", :name "School of Evocation/Eidolist", :key :school-of-evocation-eidolist}}}, "UA - Ranger Revised - (NineArtsDragon#3773)" {:orcpub.dnd.e5/selections {:hunters-prey {:options [{:name "Colossus Slayer", :description "Deal an extra 1d8 damage with an attack if the creature has less than its maximum HP (use once/turn)."} {:name "Giant Killer", :description "When a Large or larger creature within 5 ft attacks you, you can use your reaction to make one attack against that creature if you can see them."} {:name "Horde Breaker", :description "When you attack one creature, attack another creature within 5 feet of it with the same action (use once/turn)."}], :option-pack "UA Ranger Revised", :name "Hunter's Prey", :key :hunters-prey}, :defensive-tactics {:options [{:name "Escape the Horde", :description "Opportunity attacks against you are made with disadvantage."} {:name "Multiattack Defense", :description "When a creature hits you with an attack, you gain +4 AC against that creatures attacks for the rest of the turn."} {:name "Steel Will", :description "Advantage on saving throws against being frightened."}], :name "Defensive Tactics", :option-pack "UA Ranger Revised", :key :defensive-tactics}, :multiattack {:options [{:name "Volley", :description "As an action, make separate ranged attacks against any number of creatures within 10ft of a point within your weapon's range. You must have ammunition for each target."} {:name "Whirlwind Attack", :description "As an action, make separate melee attacks against each creature within 5ft of you."}], :name "Multiattack", :option-pack "UA Ranger Revised", :key :multiattack}, :superior-hunters-defense {:options [{:name "Evasion", :description "When you succeed on a DEX save to take half damage, you take none, if you fail, you take half."} {:name "Stand Against the Tide", :description "As a reaction, force a creature that misses you with a melee attack to repeat the same attack against another creature of your choice."} {:name "Uncanny Dodge", :description "As a reaction, halve the damage from an attack that you can see."}], :name "Superior Hunter's Defense", :option-pack "UA Ranger Revised", :key :superior-hunters-defense}, :animal-companion {:options [{:name "Ape", :description "Stats on pg 317 of the Monster Manual. They lose their multiattack feature. "} {:name "Black Bear", :description "Stats on pg 318 of the Monster Manual. They lose their multiattack feature."} {:name "Boar", :description "Stats on pg 319 of the Monster Manual."} {:name "Giant Badger", :description "Stats on pg 323 of the Monster Manual."} {:name "Giant Weasel", :description "Stats on pg 329 of the Monster Manual."} {:name "Mule", :description "Stats on pg 333 of the Monster Manual."} {:name "Panther", :description "Stats on pg 333 of the Monster Manual."} {:name "Wolf", :description "Stats on pg 341 of the Monster Manual."} {:name "Other", :description "Typically, any beast that is medium or smaller, has 15 or fewer HP, and cannot deal more than 8 damage with a single attack can be your animal companion. Recommended CR is 1/4 or lower, but work with your DM to find an appropriate companion."}], :name "Animal Companion", :option-pack "UA Ranger Revised", :key :animal-companion}}, :orcpub.dnd.e5/classes {:ranger-revised- {:key :ranger-revised-, :level-modifiers [], :name "Ranger (Revised)", :subclass-level 3, :option-pack "UA Ranger Revised", :subclass-title "Hunter Conclave", :ability-increase-levels [4 8 12 16 19], :hit-die 10, :traits []}}, :orcpub.dnd.e5/subclasses {:beast-conclave {:class :ranger-revised-, :traits [{:name "Coordinated Attack", :level 5, :description "When you use the Attack action, if your companion can see you it can attack as a reaction. "} {:level 7, :name "Beast's Defense", :description "While your companion can see you, it has advantage on all saving throws."} {:name "Storm of Claws and Fangs", :level 11, :description "You companion can use its action to make melee attacks against all creatures within 5 ft."} {:level 15, :name "Superior Beast's Defense", :description "As a reaction, your companion can halve the damage of an attack it can see."} {:name "Animal Companion", :level 3, :description "Spend 8 hours and 50gp to summon an animal to serve as your companion. You can only have one animal companion at a time. If your companion is slain, you can spend 8 hours and 25gp to return them to life."} {:name "Companion's Bond", :level 3, :description "Your companion gains a variety of benefits while it is linked to you. These benefits are vast and alter the stats of your animal companion. To determine your companion's stats, see UA Ranger Revised (https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf)."}], :level-modifiers [], :option-pack "UA Ranger Revised", :name "Beast Conclave", :key :beast-conclave, :level-selections [{:type :animal-companion, :level 3}]}, :deep-stalker-conclave {:class :ranger-revised-, :traits [{:level 3, :name "Underdark Scout", :description "+10 movement bonus and one extra attack when you use the Attack action during your first turn of combat. Creatures with darkvision gain no benefit when attempting to detect you in dark or dim conditions, or when you can hide from a creature."} {:name "Iron Mind", :level 7, :description "You gain proficiency in Wisdom saving throws."} {:name "Stalker's Flurry", :level 11, :description "When you miss with an attack, you can make another (once per turn)."} {:level 15, :name "Stalker's Dodge", :description "When a creature attacks you without advantage, you can use your reaction to impose disadvantage. You can use this feature before or after the attack is made, but before the result is determined."}], :level-modifiers [{:type :spell, :value {:level 1, :ability :wis, :key :disguise-self}, :level 3} {:type :spell, :level 5, :value {:level 2, :ability :wis, :key :rope-trick}} {:type :spell, :level 9, :value {:level 3, :ability :wis, :key :glyph-of-warding}} {:type :spell, :level 13, :value {:level 4, :ability :wis, :key :greater-invisibility}} {:type :spell, :level 17, :value {:level 5, :ability :wis, :key :seeming}} {:type :num-attacks, :level 5, :value 2}], :option-pack "UA Ranger Revised", :name "Deep Stalker Conclave", :key :deep-stalker-conclave}, :hunter-conclave {:class :ranger-revised-, :traits [], :level-modifiers [{:type :num-attacks, :level 5, :value 2}], :option-pack "UA Ranger Revised", :name "Hunter Conclave", :level-selections [{:type :hunters-prey, :level 3} {:type :defensive-tactics, :level 7} {:type :multiattack, :level 11} {:type :superior-hunters-defense, :level 15}], :key :hunter-conclave}}}}