Your proficiency bonus is doubled for any Acrobatics check you make.
+Your proficiency bonus is doubled for any Animal Handling check you make.
+Your proficiency bonus is doubled for any Arcana check you make.
+Your proficiency bonus is doubled for any Athletics check you make.
+Your proficiency bonus is doubled for any Deception check you make.
+Your proficiency bonus is doubled for any History check you make.
+Your proficiency bonus is doubled for any Insight check you make.
+Your proficiency bonus is doubled for any Intimidation check you make.
+Your proficiency bonus is doubled for any Investigation check you make.
+Your proficiency bonus is doubled for any Medicine check you make.
+Your proficiency bonus is doubled for any Nature check you make.
+Your proficiency bonus is doubled for any Perception check you make.
+Your proficiency bonus is doubled for any Performance check you make.
+Your proficiency bonus is doubled for any Persuasion check you make.
+Your proficiency bonus is doubled for any Religion check you make.
+Your proficiency bonus is doubled for any Sleight of Hand check you make.
+Your proficiency bonus is doubled for any Stealth check you make.
+Your proficiency bonus is doubled for any Survival check you make.
+Your proficiency bonus is doubled for any Thieves’ Tools check you make.
+Typically spoken by dragons and dragonborn.
-You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
+While traveling for an hour or more in your favored terrain, you gain the following benefits:
+You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
+While traveling for an hour or more in your favored terrain, you gain the following benefits:
+You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
+While traveling for an hour or more in your favored terrain, you gain the following benefits:
+You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
+While traveling for an hour or more in your favored terrain, you gain the following benefits:
+You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
+While traveling for an hour or more in your favored terrain, you gain the following benefits:
+You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
+While traveling for an hour or more in your favored terrain, you gain the following benefits:
+You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
+While traveling for an hour or more in your favored terrain, you gain the following benefits:
+You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
+While traveling for an hour or more in your favored terrain, you gain the following benefits:
+An oathbreaker loses previously gained oath spells and instead gain the following Oathbreaker spells at the paladin levels listed.
diff --git a/core/internal.xml b/core/internal.xml index afb68a1c4..0e53d96ed 100644 --- a/core/internal.xml +++ b/core/internal.xml @@ -1158,300 +1158,6 @@Your proficiency bonus is doubled for any Acrobatics check you make.
-Your proficiency bonus is doubled for any Animal Handling check you make.
-Your proficiency bonus is doubled for any Arcana check you make.
-Your proficiency bonus is doubled for any Athletics check you make.
-Your proficiency bonus is doubled for any Deception check you make.
-Your proficiency bonus is doubled for any History check you make.
-Your proficiency bonus is doubled for any Insight check you make.
-Your proficiency bonus is doubled for any Intimidation check you make.
-Your proficiency bonus is doubled for any Investigation check you make.
-Your proficiency bonus is doubled for any Medicine check you make.
-Your proficiency bonus is doubled for any Nature check you make.
-Your proficiency bonus is doubled for any Perception check you make.
-Your proficiency bonus is doubled for any Performance check you make.
-Your proficiency bonus is doubled for any Persuasion check you make.
-Your proficiency bonus is doubled for any Religion check you make.
-Your proficiency bonus is doubled for any Sleight of Hand check you make.
-Your proficiency bonus is doubled for any Stealth check you make.
-Your proficiency bonus is doubled for any Survival check you make.
-Your proficiency bonus is doubled for any Thieves’ Tools check you make.
-Your Strength increases by 1, to a maximum of 30.
Your Dexterity increases by 1, to a maximum of 30.
When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition.
When you're within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn't have the Incapacitated condition. This movement doesn't provoke Opportunity Attacks.
Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
@@ -169,7 +169,7 @@When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack's damage roll on a hit.
When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack's damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it's holding, with the object landing in its space.
When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll 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.
As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.
As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack's damage roll.
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.
As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack's damage roll.
When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack's damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attacks from the target of your attack.
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).
When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).
When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack's damage.
When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. 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. The damage is of the same type dealt by the original attack.
When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.
You devoted yourself to service in a temple, either nestled in a town or secluded in a sacred grove. There you performed rites in honor of a god or pantheon. You served under a priest and studied religion. Thanks to your priest’s instruction and your own devotion, you also learned how to channel a modicum of divine power in service to your place of worship and the people who prayed there.
+You began mopping floors and scrubbing counters in an artisan's workshop for a few coppers per day as soon as you were strong enough to carry a bucket. When you were old enough to apprentice, you learned to create basic crafts of your own, as well as how to sweet-talk the occasional demanding customer. Your trade has also given you a keen eye for detail.
+Once you were old enough to order an ale, you soon had a favorite stool in every tavern within ten miles of where you were born. As you traveled the circuit from public house to watering hole, you learned to prey on unfortunates who were in the market for a comforting lie or two-perhaps a sham potion or forged ancestry records.
+You eked out a living in dark alleyways, cutting purses or burgling shops. Perhaps you were part of a small gang of like-minded wrongdoers who looked out for each other. Or maybe you were a lone wolf, fending for yourself against the local thieves' guild and more fearsome lawbreakers.
+You spent much of your youth following roving fairs and carnivals, performing odd jobs for musicians and acrobats in exchange for lessons. You may have learned how to walk a tightrope, how to play a lute in a distinct style, or how to recite poetry with impeccable diction. To this day, you thrive on applause and long for the stage.
+You grew up close to the land. Years tending animals and cultivating the earth rewarded you with patience and good health. You have a keen appreciation for nature's bounty alongside a healthy respect for nature's wrath.
+Your feet ache when you remember the countless hours you spent at your post in the tower. You were trained to keep one eye looking outside the wall, watching for marauders sweeping from the nearby forest, and your other eye looking inside the wall, searching for cutpurses and troublemakers.
+You came of age outdoors, far from settled lands. Your home was anywhere you chose to spread your bedroll. There are wonders in the wilderness—strange monsters, pristine forests and streams, overgrown ruins of great halls once trod by giants—and you learned to fend for yourself as you explored them. From time to time, you guided friendly nature priests who instructed you in the fundamentals of channeling the magic of the wild.
+You spent your early years secluded in a hut or monastery located well beyond the outskirts of the nearest settlement. In those days, your only companions were the creatures of the forest and those who would occasionally visit to bring news of the outside world and supplies. The solitude allowed you to spend many hours pondering the mysteries of creation.
+You were apprenticed to a trader, caravan master, or shopkeeper, learning the fundamentals of commerce. You traveled broadly, and you earned a living by buying and selling the raw materials artisans need to practice their craft or finished works from such crafters. You might have transported goods from one place to another (by ship, wagon, or caravan) or bought them from traveling traders and sold them in your own shop.
+You were raised in a castle, surrounded by wealth, power, and privilege. Your family of minor aristocrats ensured that you received a first-class education, some of which you appreciated and some of which you resented. Your time in the castle, especially the many hours you spent observing your family at court, also taught you a great deal about leadership.
+You spent your formative years traveling between manors and monasteries, performing various odd jobs and services in exchange for access to their libraries. You whiled away many a long evening studying books and scrolls, learning the lore of the multiverse—even the rudiments of magic—and your mind yearns for more.
+You lived as a seafarer, wind at your back and decks swaying beneath your feet. You've perched on barstools in more ports of call than you can remember, faced mighty storms, and swapped stories with folk who live beneath the waves.
+You spent your formative years in a scriptorium, a monastery dedicated to the preservation of knowledge, or a government agency, where you learned to write with a clear hand and produce finely written texts. Perhaps you scribed government documents or copied tomes of literature. You might have some skill as a writer of poetry, narrative, or scholarly research. Above all, you have a careful attention to detail, helping you avoid introducing mistakes to the documents you copy and create.
+You began training for war as soon as you reached adulthood and carry precious few memories of life before you took up arms. Battle is in your blood. Sometimes you catch yourself reflexively performing the basic fighting exercises you learned first. Eventually, you put that training to use on the battlefield, protecting the realm by waging war
+You grew up on the streets surrounded by similarly ill-fated castoffs, a few of them friends and a few of them rivals. You slept where you could and did odd jobs for food. At times, when the hunger became unbearable, you resorted to theft. Still, you never lost your pride and never abandoned hope. Fate is not yet finished with you.
+This feature allows you to replace your Background Feature with an Origin Feat of your choice.
+Note. If your DM allows you to gain an Origin Feat on top of your Background Feature, instead of using this Optional Background Feature you should take the chosen Feat from the Additional Feat category of the Equipment menu.
+Rules While Transformed. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
-Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
-Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.
-No Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.
-Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you’re in that form.
+You learn two Druid cantrips of your choice (see the Druid class's section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Cost: 1 Sorcery Point
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.
@@ -339,9 +340,10 @@Cost: 1 Sorcery Point
When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.
@@ -350,9 +352,10 @@Cost: 1 Sorcery Point
When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.
@@ -366,9 +369,10 @@Cost: 1 Sorcery Point
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.
@@ -378,9 +382,10 @@Cost: 2 Sorcery Points
When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.
@@ -389,9 +394,10 @@Cost: 2 Sorcery Points
When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.
@@ -400,9 +406,10 @@Cost: 1 Sorcery Point
If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.
@@ -412,9 +419,10 @@Cost: 1 Sorcery Point
When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.
@@ -423,9 +431,10 @@Cost: 1 Sorcery Point
When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.
@@ -434,9 +443,10 @@Cost: 1 Sorcery Point
When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.
diff --git a/core/players-handbook-2024/classes/class-warlock.xml b/core/players-handbook-2024/classes/class-warlock.xml index f0847e911..13a6ab9df 100644 --- a/core/players-handbook-2024/classes/class-warlock.xml +++ b/core/players-handbook-2024/classes/class-warlock.xml @@ -130,6 +130,10 @@ + + + +Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.
diff --git a/core/players-handbook-2024/classes/eldritch-invocations.xml b/core/players-handbook-2024/classes/eldritch-invocations.xml index e032fb738..9c05ebc04 100644 --- a/core/players-handbook-2024/classes/eldritch-invocations.xml +++ b/core/players-handbook-2024/classes/eldritch-invocations.xml @@ -12,7 +12,7 @@Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage
@@ -32,6 +32,7 @@You can cast Mage Armor on yourself without expending a spell slot.
Prerequisite: Level 5+ Warlock
@@ -67,7 +68,7 @@Prerequisite: Level 2+ Warlock
@@ -88,22 +89,18 @@You have Advantage on Constitution saving throws that you make to maintain Concentration.
Prerequisite: Level 5+ Warlock, Pact of the Blade
@@ -131,7 +128,7 @@Level 2+ Warlock, a Warlock Cantrip That Deals Damage
@@ -157,7 +154,7 @@Prerequisite: Level 2+ Warlock
@@ -197,7 +194,7 @@Prerequisite: Level 5+ Warlock
@@ -212,7 +209,7 @@Prerequisite: Level 5+ Warlock
@@ -230,7 +227,7 @@Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation
@@ -250,7 +247,7 @@Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation
@@ -423,7 +420,7 @@Prerequisites: Level 9+ Warlock, Pact of the Blade Invocation
@@ -440,7 +437,7 @@Prerequisites: Level 2+ Warlock
@@ -459,7 +456,7 @@Prerequisites: Level 5+ Warlock
@@ -478,7 +475,7 @@Prerequisites: Level 2+ Warlock
@@ -497,7 +494,7 @@Prerequisites: Level 5+ Warlock
@@ -516,7 +513,7 @@Prerequisites: Level 2+ Warlock
@@ -585,7 +582,7 @@Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll
@@ -605,7 +602,7 @@Prerequisites: Level 5+ Warlock, Pact of the Blade Invocation
@@ -613,23 +610,18 @@Prerequisite: Level 9+ Warlock
@@ -648,7 +640,7 @@Prerequisite: Level 7+ Warlock
@@ -667,7 +659,7 @@Prerequisite: Level 15+ Warlock
diff --git a/core/players-handbook-2024/feats/feats-epic-boons.xml b/core/players-handbook-2024/feats/feats-epic-boons.xml index 7c1d3abd1..e07aaeeb9 100644 --- a/core/players-handbook-2024/feats/feats-epic-boons.xml +++ b/core/players-handbook-2024/feats/feats-epic-boons.xml @@ -11,7 +11,7 @@Epic Boon Feat (Prerequisite: Level 19+)
@@ -29,7 +29,7 @@Epic Boon Feat (Prerequisite: Level 19+)
@@ -47,7 +47,7 @@Epic Boon Feat (Prerequisite: Level 19+)
@@ -169,7 +169,7 @@Epic Boon Feat (Prerequisite: Level 19+)
@@ -187,7 +187,7 @@Epic Boon Feat (Prerequisite: Level 19+)
@@ -206,7 +206,7 @@Epic Boon Feat (Prerequisite: Level 19+)
@@ -231,6 +231,8 @@Epic Boon Feat (Prerequisite: Level 19+)
@@ -269,7 +273,7 @@Epic Boon Feat (Prerequisite: Level 19+)
@@ -305,7 +309,7 @@Epic Boon Feat (Prerequisite: Level 19+)
@@ -325,7 +329,7 @@Epic Boon Feat (Prerequisite: Level 19+, Spellcasting Feature)
@@ -343,7 +347,7 @@Epic Boon Feat (Prerequisite: Level 19+)
@@ -363,7 +367,7 @@Epic Boon Feat (Prerequisite: Level 19+)
diff --git a/core/players-handbook-2024/feats/feats-general.xml b/core/players-handbook-2024/feats/feats-general.xml index b0a1c3300..d086802ae 100644 --- a/core/players-handbook-2024/feats/feats-general.xml +++ b/core/players-handbook-2024/feats/feats-general.xml @@ -10,7 +10,7 @@General Feat (Prerequisite: Level 4+, Charisma 13+)
@@ -154,7 +154,7 @@General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
@@ -175,7 +175,7 @@General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
@@ -195,7 +195,7 @@General Feat (Prerequisite: Level 4+)
@@ -219,7 +219,7 @@General Feat (Prerequisite: Level 4+, Dexterity 13+)
@@ -239,7 +239,7 @@General Feat (Prerequisite: Level 4+)
@@ -259,7 +259,7 @@General Feat (Prerequisite: Level 4+, Dexterity 13+)
@@ -277,7 +277,7 @@General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
@@ -297,7 +297,7 @@General Feat (Prerequisite: Level 4+)
@@ -317,7 +317,7 @@General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)
@@ -453,7 +453,7 @@General Feat (Prerequisite: Level 4+)
@@ -513,7 +513,7 @@General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
@@ -536,7 +536,7 @@General Feat (Prerequisite: Level 4+, Strength 13+)
@@ -556,7 +556,7 @@General Feat (Prerequisite: Level 4+, Medium Armor Training)
@@ -573,7 +573,7 @@General Feat (Prerequisite: Level 4+, Heavy Armor Training)
@@ -591,7 +591,7 @@General Feat (Prerequisite: Level 4+, Wisdom or Charisma 13+)
@@ -636,7 +636,7 @@General Feat (Prerequisite: Level 4+, Intelligence 13+)
@@ -701,7 +701,7 @@General Feat (Prerequisite: Level 4+)
@@ -719,7 +719,7 @@General Feat (Prerequisite: Level 4+)
@@ -739,7 +739,7 @@General Feat (Prerequisite: Level 4+)
@@ -756,7 +756,7 @@General Feat (Prerequisite: Level 4+, Medium Armor Training)
@@ -773,7 +773,7 @@General Feat (Prerequisite: Level 4+, Light Armor Training)
@@ -790,7 +790,7 @@General Feat (Prerequisite: Level 4+)
@@ -812,7 +812,7 @@General Feat (Prerequisite: Level 4+, Intelligence or Wisdom 13+)
@@ -825,7 +825,7 @@General Feat (Prerequisite: Level 4+)
@@ -879,7 +879,7 @@General Feat (Prerequisite: Level 4+)
@@ -929,7 +929,7 @@General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
@@ -949,7 +949,7 @@General Feat (Prerequisite: Level 4+)
@@ -1044,7 +1044,7 @@General Feat (Prerequisite: Level 4+; Intelligence, Wisdom, or Charisma 13+)
@@ -1112,7 +1112,7 @@General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
@@ -1132,7 +1132,7 @@General Feat (Prerequisite: Level 4+)
@@ -1192,7 +1192,7 @@General Feat (Prerequisite: Level 4+, Dexterity 13+)
@@ -1212,7 +1212,7 @@General Feat (Prerequisite: Level 4+, Shield Training)
@@ -1235,7 +1235,7 @@General Feat (Prerequisite: Level 4+)
@@ -1254,7 +1254,7 @@General Feat (Prerequisite: Level 4+, Dexterity 13+)
@@ -1276,7 +1276,7 @@General Feat (Prerequisite: Level 4+)
@@ -1296,7 +1296,7 @@General Feat (Prerequisite: Level 4+, Dexterity or Constitution 13+)
@@ -1317,7 +1317,7 @@General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)
@@ -1339,7 +1339,7 @@General Feat (Prerequisite: Level 4+)
@@ -1407,7 +1407,7 @@General Feat (Prerequisite: Level 4+)
@@ -1470,7 +1470,7 @@General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)
@@ -1492,7 +1492,7 @@General Feat (Prerequisite: Level 4+)
diff --git a/core/players-handbook-2024/races/race-elf.xml b/core/players-handbook-2024/races/race-elf.xml index e6e147282..d9bc0f8b2 100644 --- a/core/players-handbook-2024/races/race-elf.xml +++ b/core/players-handbook-2024/races/race-elf.xml @@ -47,8 +47,8 @@You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:
-Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
-Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.
+As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:
-Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.
-Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can’t willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.
+Ending the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.
You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.
The hand an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn’t occupy its space.
When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:
-Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.
-Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.
-Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.
-Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.
+Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
-Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
-Drop. The target drops whatever it is holding and then ends its turn.
-Flee. The target spends its turn moving away from you by the fastest available means.
-Grovel. The target has the Prone condition and then ends its turn.
-Halt. On its turn, the target doesn't move and takes no action or Bonus Action.
+Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:
-Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.
-Searing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.
+Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet.
Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.
Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot level above 7.
@@ -1723,8 +1733,10 @@You do one of the following:
-Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.
-Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
+Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.
Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area.
Extra Effect. You bind an extra effect to the area from the list below:
-Courage. Creatures of any types you choose can't gain the Frightened condition while in the area.
-Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.
-Daylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't extinguish the light.
-Peaceful Rest. Dead bodies interred in the area can't be turned into Undead.
-Extradimensional Interference. Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.
-Fear. Creatures of any types you choose have the Frightened condition while in the area.
-Resistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area.
-Silence. No sound can emanate from within the area, and no sound can reach into it.
-Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.
-Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.
+Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
-Object Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.
-Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.
-Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.
-Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.
-Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.
-Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.
-Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.
+The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
-While traveling for an hour or more in your favored terrain, you gain the following benefits:
-You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
-While traveling for an hour or more in your favored terrain, you gain the following benefits:
-You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
-While traveling for an hour or more in your favored terrain, you gain the following benefits:
-You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
-While traveling for an hour or more in your favored terrain, you gain the following benefits:
-You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
-While traveling for an hour or more in your favored terrain, you gain the following benefits:
-You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
-While traveling for an hour or more in your favored terrain, you gain the following benefits:
-You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
-While traveling for an hour or more in your favored terrain, you gain the following benefits:
-You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
-While traveling for an hour or more in your favored terrain, you gain the following benefits:
-When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
@@ -311,6 +315,7 @@When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
@@ -26,8 +26,10 @@You can cast mage armor on yourself at will, without expending a spell slot or material components.
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.
@@ -59,6 +62,7 @@Prerequisite: 7th level
You can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.
@@ -105,10 +111,11 @@Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
@@ -122,10 +129,11 @@Prerequisite: 15th level, Pact of the Chain feature
You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
@@ -140,8 +148,10 @@You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Prerequisite: 7th level
You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest.
@@ -167,6 +178,7 @@Prerequisite: eldritch blast cantrip
When you cast eldritch blast, its range is 300 feet.
@@ -196,10 +209,8 @@You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
@@ -249,8 +264,10 @@You can cast disguise self at will, without expending a spell slot.
Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.
@@ -282,10 +300,11 @@Prerequisite: 9th level
You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest.
@@ -300,10 +319,11 @@Prerequisite: 5th level
You can cast slow once using a warlock spell slot. You can’t do so again until you finish a long rest.
@@ -318,8 +338,10 @@You can cast silent image at will, without expending a spell slot or material components.
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
@@ -345,10 +368,11 @@Prerequisite: 9th level
You can cast jump on yourself at will, without expending a spell slot or material components.
@@ -363,10 +387,11 @@Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
@@ -378,10 +403,11 @@Prerequisite: 7th level
You can cast polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.
@@ -396,10 +422,11 @@Prerequisite: 5th level
You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest.
@@ -414,6 +441,7 @@Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
@@ -441,10 +470,11 @@Prerequisite: 15th level
You can cast arcane eye at will, without expending a spell slot.
@@ -459,10 +489,11 @@Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
@@ -471,10 +502,11 @@Prerequisite: 9th level
You can cast speak with dead at will, without expending a spell slot.
@@ -489,10 +521,11 @@Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
diff --git a/core/players-handbook/languages.xml b/core/players-handbook/languages.xml index 37fc43d64..03ef7fa49 100644 --- a/core/players-handbook/languages.xml +++ b/core/players-handbook/languages.xml @@ -7,7 +7,18 @@ - - + +Typically spoken by dragons and dragonborn.
+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.
diff --git a/supplements/sword-coast-adventurers-guide/classes/paladin-thecrown.xml b/supplements/sword-coast-adventurers-guide/classes/paladin-thecrown.xml index 686e1b8f6..e12a1c7ff 100644 --- a/supplements/sword-coast-adventurers-guide/classes/paladin-thecrown.xml +++ b/supplements/sword-coast-adventurers-guide/classes/paladin-thecrown.xml @@ -4,7 +4,7 @@As a bonus action, 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 more than 30 feet away from you.
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.
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Prerequisite: 5th level, Pact of the Tome
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
@@ -52,7 +53,7 @@Prerequisite: 9th level, Pact of the Tome
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
@@ -69,7 +70,7 @@Prerequisite: Pact of the Chain
When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
diff --git a/supplements/tashas-cauldron-of-everything/optional-class-features.xml b/supplements/tashas-cauldron-of-everything/optional-class-features.xml index f0310b4d6..539f9bfdc 100644 --- a/supplements/tashas-cauldron-of-everything/optional-class-features.xml +++ b/supplements/tashas-cauldron-of-everything/optional-class-features.xml @@ -1553,6 +1553,7 @@If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
@@ -1565,6 +1566,7 @@When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
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.
Prerequisite: Pact of the Tome feature
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
@@ -44,7 +44,7 @@Prerequisite: 5th level, Pact of the Blade feature
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
@@ -70,7 +70,7 @@Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
@@ -87,7 +87,7 @@Prerequisite: Pact of the Chain feature
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
@@ -100,7 +100,7 @@Prerequisite: eldritch blast cantrip
Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.
@@ -116,7 +116,7 @@Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
@@ -131,7 +131,7 @@Prerequisite: eldritch blast cantrip
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
diff --git a/unearthed-arcana/2015/20150803.xml b/unearthed-arcana/2015/20150803.xml index d25d27226..c007a3c49 100644 --- a/unearthed-arcana/2015/20150803.xml +++ b/unearthed-arcana/2015/20150803.xml @@ -4,7 +4,7 @@You can create a pact weapon that is a sidearm or long arm, and you can transform a magical sidearm or long arm into your pact weapon.
As an action, you create a visual 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 of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.
@@ -100,7 +100,7 @@You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.
Prerequisite: Raven Queen patron, Pact of the Tome feature
You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
@@ -208,7 +218,7 @@Prerequisite: The Great Old One patron, Pact of the Blade feature
You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
@@ -232,7 +242,7 @@Prerequisite: The Hexblade patron, Pact of the Blade feature
You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
@@ -306,7 +316,7 @@Prerequisite: 5th level, Pact of the Blade feature
Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
@@ -318,7 +328,7 @@Prerequisite: The Fiend patron, Pact of the Blade feature
When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
@@ -330,7 +340,7 @@Prerequisite: The Archfey patron, Pact of the Blade feature
You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
@@ -421,7 +431,7 @@Prerequisite: 9th level, Pact of the Blade feature
Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
@@ -458,7 +468,7 @@Prerequisite: 15th level, Pact of the Blade feature
Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
diff --git a/unearthed-arcana/2017/20170320.xml b/unearthed-arcana/2017/20170320.xml index c7b711122..54a4729f4 100644 --- a/unearthed-arcana/2017/20170320.xml +++ b/unearthed-arcana/2017/20170320.xml @@ -4,7 +4,7 @@