diff --git a/core/ALE.xml b/core/ALE.xml index 4ecfdb8a2..c93a83620 100644 --- a/core/ALE.xml +++ b/core/ALE.xml @@ -1597,6 +1597,641 @@ + + + Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_PROFICIENCY_SKILL_ACROBATICS + +

Your proficiency bonus is doubled for any Acrobatics check you make.

+
+
+
+ + + + + + + + + Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_PROFICIENCY_SKILL_ANIMALHANDLING + +

Your proficiency bonus is doubled for any Animal Handling check you make.

+
+
+
+ + + + + + + + + Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_PROFICIENCY_SKILL_ARCANA + +

Your proficiency bonus is doubled for any Arcana check you make.

+
+
+
+ + + + + + + + + Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_PROFICIENCY_SKILL_ATHLETICS + +

Your proficiency bonus is doubled for any Athletics check you make.

+
+
+
+ + + + + + + + + Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_PROFICIENCY_SKILL_DECEPTION + +

Your proficiency bonus is doubled for any Deception check you make.

+
+
+
+ + + + + + + + + Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_PROFICIENCY_SKILL_HISTORY + +

Your proficiency bonus is doubled for any History check you make.

+
+
+
+ + + + + + + + + Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_PROFICIENCY_SKILL_INSIGHT + +

Your proficiency bonus is doubled for any Insight check you make.

+
+
+
+ + + + + + + + + Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_PROFICIENCY_SKILL_INTIMIDATION + +

Your proficiency bonus is doubled for any Intimidation check you make.

+
+
+
+ + + + + + + + + Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_PROFICIENCY_SKILL_INVESTIGATION + +

Your proficiency bonus is doubled for any Investigation check you make.

+
+
+
+ + + + + + + + + Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_PROFICIENCY_SKILL_MEDICINE + +

Your proficiency bonus is doubled for any Medicine check you make.

+
+
+
+ + + + + + + + + Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_PROFICIENCY_SKILL_NATURE + +

Your proficiency bonus is doubled for any Nature check you make.

+
+
+
+ + + + + + + + + Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_PROFICIENCY_SKILL_PERCEPTION + +

Your proficiency bonus is doubled for any Perception check you make.

+
+
+
+ + + + + + + + + Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_PROFICIENCY_SKILL_PERFORMANCE + +

Your proficiency bonus is doubled for any Performance check you make.

+
+
+
+ + + + + + + + + Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_PROFICIENCY_SKILL_PERSUASION + +

Your proficiency bonus is doubled for any Persuasion check you make.

+
+
+
+ + + + + + + + + Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_PROFICIENCY_SKILL_RELIGION + +

Your proficiency bonus is doubled for any Religion check you make.

+
+
+
+ + + + + + + + + Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_PROFICIENCY_SKILL_SLEIGHTOFHAND + +

Your proficiency bonus is doubled for any Sleight of Hand check you make.

+
+
+
+ + + + + + + + + Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_PROFICIENCY_SKILL_STEALTH + +

Your proficiency bonus is doubled for any Stealth check you make.

+
+
+
+ + + + + + + + + Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_PROFICIENCY_SKILL_SURVIVAL + +

Your proficiency bonus is doubled for any Survival check you make.

+
+
+
+ + + + + + + + + Expertise, Tool Expertise, ID_INTERNAL_SUPPORT_EXPERTISE + ID_INTERNAL_PROFICIENCY_TOOL_PROFICIENCY_THIEVES_TOOLS + +

Your proficiency bonus is doubled for any Thieves’ Tools check you make.

+
+
+
+ + + + + + + + + + !ID_EXPERTISE_TOOL_THIEVES_TOOLS + + Your proficiency bonus is doubled for any Thieves’ Tools check you make. + + + + + + Saving Throw + + + + + + + Saving Throw + + + + + + + Saving Throw + + + + + + + Saving Throw + + + + + + + Saving Throw + + + + + + + Saving Throw + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_GROUP_CLUBS + + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_FINESSE, ID_INTERNAL_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_PROPERTY_THROWN + + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_CLUBS + + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_PROPERTY_THROWN, ID_INTERNAL_WEAPON_GROUP_AXES + + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_THROWN + + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_PROPERTY_THROWN, ID_INTERNAL_WEAPON_GROUP_HAMMERS + + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_GROUP_MACES + + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_POLEARMS + + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_LIGHT + + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_THROWN, ID_INTERNAL_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_SPEARS, ID_INTERNAL_WEAPON_GROUP_POLEARMS + + + + Weapon, Simple, Melee + + + + Weapon, Simple, Ranged, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_FINESSE, ID_INTERNAL_WEAPON_PROPERTY_THROWN + + + + Weapon, Simple, Ranged, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_AMMUNITION, ID_INTERNAL_WEAPON_PROPERTY_LOADING, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_CROSSBOWS + + + + Weapon, Simple, Ranged, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_AMMUNITION, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_BOWS + + + + Weapon, Simple, Ranged, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_RANGED, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_PROPERTY_AMMUNITION + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_AXES + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_REACH, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_POLEARMS + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_AXES + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_SWORDS + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_REACH, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_POLEARMS + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_REACH, ID_INTERNAL_WEAPON_PROPERTY_SPECIAL, ID_INTERNAL_WEAPON_PROPERTY_SPECIAL_LANCE, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_GROUP_POLEARMS + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_SWORDS + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_MAULS + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_REACH, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_POLEARMS + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_FINESSE, ID_INTERNAL_WEAPON_GROUP_SWORDS + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_FINESSE, ID_INTERNAL_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_GROUP_SWORDS + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_FINESSE, ID_INTERNAL_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_GROUP_SWORDS + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_THROWN, ID_INTERNAL_WEAPON_PROPERTY_VERSATILE + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_HAMMERS + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_VERSATILE + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_FINESSE, ID_INTERNAL_WEAPON_PROPERTY_REACH + + + + Weapon, Martial, Ranged, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_AMMUNITION, ID_INTERNAL_WEAPON_PROPERTY_LOADING + + + + Weapon, Martial, Ranged, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED,ID_INTERNAL_DAMAGE_TYPE_PIERCING,ID_INTERNAL_WEAPON_PROPERTY_AMMUNITION,ID_INTERNAL_WEAPON_PROPERTY_LIGHT,ID_INTERNAL_WEAPON_PROPERTY_LOADING, ID_INTERNAL_WEAPON_GROUP_CROSSBOWS + + + + Weapon, Martial, Ranged, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_AMMUNITION, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_LOADING, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_CROSSBOWS + + + + Weapon, Martial, Ranged, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_AMMUNITION, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_BOWS + + + + Weapon, Martial, Ranged, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_WEAPON_PROPERTY_SPECIAL, ID_INTERNAL_WEAPON_PROPERTY_SPECIAL_NET, ID_INTERNAL_WEAPON_PROPERTY_THROWN + + + + ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP + + + + + + + + + + + ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP + + + + + + + + + ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP + + + + + + + ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP + + + + + + + + ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP + + + + + + + ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP + + + + + + + + ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP + + + + + + + + + ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP + + + + + + + ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP + + + + + + @@ -1941,19 +2576,6 @@ - - !ID_WOTC_PHB24_LANGUAGE_DRACONIC - Exotic - -

Typically spoken by dragons and dragonborn.

-
- - true - Dragons, dragonborn - Draconic - -
- Exotic, Rare @@ -2076,4 +2698,133 @@ + + + Favored Terrain + +

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:

+
    +
  • Difficult terrain doesn’t slow your group’s travel.
  • +
  • Your group can’t become lost except by magical means.
  • +
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • +
  • If you are traveling alone, you can move stealthily at a normal pace.
  • +
  • When you forage, you find twice as much food as you normally would.
  • +
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • +
+
+
+ + + Favored Terrain + +

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:

+
    +
  • Difficult terrain doesn’t slow your group’s travel.
  • +
  • Your group can’t become lost except by magical means.
  • +
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • +
  • If you are traveling alone, you can move stealthily at a normal pace.
  • +
  • When you forage, you find twice as much food as you normally would.
  • +
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • +
+
+
+ + + Favored Terrain + +

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:

+
    +
  • Difficult terrain doesn’t slow your group’s travel.
  • +
  • Your group can’t become lost except by magical means.
  • +
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • +
  • If you are traveling alone, you can move stealthily at a normal pace.
  • +
  • When you forage, you find twice as much food as you normally would.
  • +
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • +
+
+
+ + + Favored Terrain + +

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:

+
    +
  • Difficult terrain doesn’t slow your group’s travel.
  • +
  • Your group can’t become lost except by magical means.
  • +
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • +
  • If you are traveling alone, you can move stealthily at a normal pace.
  • +
  • When you forage, you find twice as much food as you normally would.
  • +
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • +
+
+
+ + + Favored Terrain + +

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:

+
    +
  • Difficult terrain doesn’t slow your group’s travel.
  • +
  • Your group can’t become lost except by magical means.
  • +
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • +
  • If you are traveling alone, you can move stealthily at a normal pace.
  • +
  • When you forage, you find twice as much food as you normally would.
  • +
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • +
+
+
+ + + Favored Terrain + +

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:

+
    +
  • Difficult terrain doesn’t slow your group’s travel.
  • +
  • Your group can’t become lost except by magical means.
  • +
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • +
  • If you are traveling alone, you can move stealthily at a normal pace.
  • +
  • When you forage, you find twice as much food as you normally would.
  • +
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • +
+
+
+ + + Favored Terrain + +

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:

+
    +
  • Difficult terrain doesn’t slow your group’s travel.
  • +
  • Your group can’t become lost except by magical means.
  • +
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • +
  • If you are traveling alone, you can move stealthily at a normal pace.
  • +
  • When you forage, you find twice as much food as you normally would.
  • +
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • +
+
+
+ + + Favored Terrain + +

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:

+
    +
  • Difficult terrain doesn’t slow your group’s travel.
  • +
  • Your group can’t become lost except by magical means.
  • +
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • +
  • If you are traveling alone, you can move stealthily at a normal pace.
  • +
  • When you forage, you find twice as much food as you normally would.
  • +
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • +
+
+
+ diff --git a/core/dungeon-masters-guide/classes/class-oathbreaker.xml b/core/dungeon-masters-guide/classes/class-oathbreaker.xml index ec6aa67cd..d2b358805 100644 --- a/core/dungeon-masters-guide/classes/class-oathbreaker.xml +++ b/core/dungeon-masters-guide/classes/class-oathbreaker.xml @@ -4,7 +4,7 @@ Oathbreaker The Oathbreaker Sacred Oath for the Paladin Wizards of the Coast - + @@ -32,7 +32,7 @@ - + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_OATHBREAKER_SPELLS

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 @@
- - - Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_PROFICIENCY_SKILL_ACROBATICS - -

Your proficiency bonus is doubled for any Acrobatics check you make.

-
-
-
- - - - - - - - - Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_PROFICIENCY_SKILL_ANIMALHANDLING - -

Your proficiency bonus is doubled for any Animal Handling check you make.

-
-
-
- - - - - - - - - Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_PROFICIENCY_SKILL_ARCANA - -

Your proficiency bonus is doubled for any Arcana check you make.

-
-
-
- - - - - - - - - Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_PROFICIENCY_SKILL_ATHLETICS - -

Your proficiency bonus is doubled for any Athletics check you make.

-
-
-
- - - - - - - - - Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_PROFICIENCY_SKILL_DECEPTION - -

Your proficiency bonus is doubled for any Deception check you make.

-
-
-
- - - - - - - - - Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_PROFICIENCY_SKILL_HISTORY - -

Your proficiency bonus is doubled for any History check you make.

-
-
-
- - - - - - - - - Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_PROFICIENCY_SKILL_INSIGHT - -

Your proficiency bonus is doubled for any Insight check you make.

-
-
-
- - - - - - - - - Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_PROFICIENCY_SKILL_INTIMIDATION - -

Your proficiency bonus is doubled for any Intimidation check you make.

-
-
-
- - - - - - - - - Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_PROFICIENCY_SKILL_INVESTIGATION - -

Your proficiency bonus is doubled for any Investigation check you make.

-
-
-
- - - - - - - - - Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_PROFICIENCY_SKILL_MEDICINE - -

Your proficiency bonus is doubled for any Medicine check you make.

-
-
-
- - - - - - - - - Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_PROFICIENCY_SKILL_NATURE - -

Your proficiency bonus is doubled for any Nature check you make.

-
-
-
- - - - - - - - - Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_PROFICIENCY_SKILL_PERCEPTION - -

Your proficiency bonus is doubled for any Perception check you make.

-
-
-
- - - - - - - - - Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_PROFICIENCY_SKILL_PERFORMANCE - -

Your proficiency bonus is doubled for any Performance check you make.

-
-
-
- - - - - - - - - Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_PROFICIENCY_SKILL_PERSUASION - -

Your proficiency bonus is doubled for any Persuasion check you make.

-
-
-
- - - - - - - - - Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_PROFICIENCY_SKILL_RELIGION - -

Your proficiency bonus is doubled for any Religion check you make.

-
-
-
- - - - - - - - - Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_PROFICIENCY_SKILL_SLEIGHTOFHAND - -

Your proficiency bonus is doubled for any Sleight of Hand check you make.

-
-
-
- - - - - - - - - Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_PROFICIENCY_SKILL_STEALTH - -

Your proficiency bonus is doubled for any Stealth check you make.

-
-
-
- - - - - - - - - Expertise, Skill Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_PROFICIENCY_SKILL_SURVIVAL - -

Your proficiency bonus is doubled for any Survival check you make.

-
-
-
- - - - - - - - - Expertise, Tool Expertise, ID_INTERNAL_SUPPORT_EXPERTISE - ID_INTERNAL_PROFICIENCY_TOOL_PROFICIENCY_THIEVES_TOOLS - -

Your proficiency bonus is doubled for any Thieves’ Tools check you make.

-
-
-
- - - - - - - - - - !ID_EXPERTISE_TOOL_THIEVES_TOOLS - - Your proficiency bonus is doubled for any Thieves’ Tools check you make. - - - @@ -1759,359 +1465,6 @@ - - - Saving Throw - - - - - - - Saving Throw - - - - - - - Saving Throw - - - - - - - Saving Throw - - - - - - - Saving Throw - - - - - - - Saving Throw - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_GROUP_CLUBS - - - - Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_FINESSE, ID_INTERNAL_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_PROPERTY_THROWN - - - - Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_CLUBS - - - - Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_PROPERTY_THROWN, ID_INTERNAL_WEAPON_GROUP_AXES - - - - Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_THROWN - - - - Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_PROPERTY_THROWN, ID_INTERNAL_WEAPON_GROUP_HAMMERS - - - - Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_GROUP_MACES - - - - Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_POLEARMS - - - - Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_LIGHT - - - - Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_THROWN, ID_INTERNAL_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_SPEARS, ID_INTERNAL_WEAPON_GROUP_POLEARMS - - - - Weapon, Simple, Melee - - - - Weapon, Simple, Ranged, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_FINESSE, ID_INTERNAL_WEAPON_PROPERTY_THROWN - - - - Weapon, Simple, Ranged, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_AMMUNITION, ID_INTERNAL_WEAPON_PROPERTY_LOADING, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_CROSSBOWS - - - - Weapon, Simple, Ranged, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_AMMUNITION, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_BOWS - - - - Weapon, Simple, Ranged, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_RANGED, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_PROPERTY_AMMUNITION - - - - Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_AXES - - - - Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING - - - - Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_REACH, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_POLEARMS - - - - Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_AXES - - - - Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_SWORDS - - - - Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_REACH, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_POLEARMS - - - - Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_REACH, ID_INTERNAL_WEAPON_PROPERTY_SPECIAL, ID_INTERNAL_WEAPON_PROPERTY_SPECIAL_LANCE, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_GROUP_POLEARMS - - - - Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_SWORDS - - - - Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_MAULS - - - - Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING - - - - Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_REACH, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_POLEARMS - - - - Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_FINESSE, ID_INTERNAL_WEAPON_GROUP_SWORDS - - - - Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_FINESSE, ID_INTERNAL_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_GROUP_SWORDS - - - - Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_FINESSE, ID_INTERNAL_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_GROUP_SWORDS - - - - Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_THROWN, ID_INTERNAL_WEAPON_PROPERTY_VERSATILE - - - - Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_HAMMERS - - - - Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_VERSATILE - - - - Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_FINESSE, ID_INTERNAL_WEAPON_PROPERTY_REACH - - - - Weapon, Martial, Ranged, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_AMMUNITION, ID_INTERNAL_WEAPON_PROPERTY_LOADING - - - - Weapon, Martial, Ranged, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED,ID_INTERNAL_DAMAGE_TYPE_PIERCING,ID_INTERNAL_WEAPON_PROPERTY_AMMUNITION,ID_INTERNAL_WEAPON_PROPERTY_LIGHT,ID_INTERNAL_WEAPON_PROPERTY_LOADING, ID_INTERNAL_WEAPON_GROUP_CROSSBOWS - - - - Weapon, Martial, Ranged, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_AMMUNITION, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_LOADING, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_CROSSBOWS - - - - Weapon, Martial, Ranged, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_AMMUNITION, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_BOWS - - - - Weapon, Martial, Ranged, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_WEAPON_PROPERTY_SPECIAL, ID_INTERNAL_WEAPON_PROPERTY_SPECIAL_NET, ID_INTERNAL_WEAPON_PROPERTY_THROWN - - - - ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP - - - - - - - - - - - ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP - - - - - - - - - ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP - - - - - - - ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP - - - - - - - - ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP - - - - - - - ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP - - - - - - - - ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP - - - - - - - - - ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP - - - - - - - ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP - - - - - - - - !ID_WOTC_PHB24_PROFICIENCY_GROUP_POLEARMS - ID_INTERNAL_PROFICIENCY_WEAPON, ID_INTERNAL_PROFICIENCY_GROUP - - - - - - - - - @@ -2199,7 +1552,6 @@ --> Boon Ability Score Increase - [level:19]

Your Strength increases by 1, to a maximum of 30.

@@ -2213,7 +1565,6 @@
Boon Ability Score Increase - [level:19]

Your Dexterity increases by 1, to a maximum of 30.

diff --git a/core/players-handbook-2024.index b/core/players-handbook-2024.index index 54f3f90fe..4d3d53577 100644 --- a/core/players-handbook-2024.index +++ b/core/players-handbook-2024.index @@ -114,6 +114,7 @@ + diff --git a/core/players-handbook-2024/archetypes/fighter-battle-master.xml b/core/players-handbook-2024/archetypes/fighter-battle-master.xml index ba015093a..eceb8455f 100644 --- a/core/players-handbook-2024/archetypes/fighter-battle-master.xml +++ b/core/players-handbook-2024/archetypes/fighter-battle-master.xml @@ -57,10 +57,10 @@ - - + +
@@ -149,7 +149,7 @@ - Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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.

@@ -158,7 +158,7 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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.

@@ -178,7 +178,7 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.

@@ -187,7 +187,7 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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.

@@ -196,7 +196,7 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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.

@@ -205,7 +205,7 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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.

@@ -214,7 +214,7 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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.

@@ -223,7 +223,7 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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.

@@ -232,7 +232,7 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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.

@@ -241,7 +241,7 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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.

@@ -250,7 +250,7 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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.

@@ -259,7 +259,7 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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).

@@ -268,7 +268,7 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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.

@@ -277,7 +277,7 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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.

@@ -286,7 +286,7 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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).

@@ -295,7 +295,7 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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.

@@ -304,7 +304,7 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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.

@@ -313,7 +313,7 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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.

@@ -322,7 +322,7 @@
- Maneuver, Battle Master + Maneuver, PHB24 Battle Master

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.

diff --git a/core/players-handbook-2024/backgrounds/background-acolyte.xml b/core/players-handbook-2024/backgrounds/background-acolyte.xml index fd9ba7dda..ad399ca4d 100644 --- a/core/players-handbook-2024/backgrounds/background-acolyte.xml +++ b/core/players-handbook-2024/backgrounds/background-acolyte.xml @@ -19,6 +19,9 @@
  • Equipment: Choose A or B: (A) Calligrapher’s Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP
  • 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.

    +
    +
    +
    Intelligence, Wisdom, Charisma, Magic Initiate (Cleric) Feat, Insight and Religion Skills, and Calligrapher’s Supplies diff --git a/core/players-handbook-2024/backgrounds/background-artisan.xml b/core/players-handbook-2024/backgrounds/background-artisan.xml index a3f770d7e..acaca0078 100644 --- a/core/players-handbook-2024/backgrounds/background-artisan.xml +++ b/core/players-handbook-2024/backgrounds/background-artisan.xml @@ -19,6 +19,9 @@
  • Equipment: Choose A or B: (A) Artisan’s Tools (same as above), 2 Pouches, Traveler's Clothes, 32 GP; or (B) 50 GP
  • 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.

    +
    +
    +
    Strength, Dexterity, Intelligence, Crafter Feat, Investigation and Persuasion Skills, an Artisan's Tool diff --git a/core/players-handbook-2024/backgrounds/background-charlatan.xml b/core/players-handbook-2024/backgrounds/background-charlatan.xml index 6e8da3fe6..fb76072df 100644 --- a/core/players-handbook-2024/backgrounds/background-charlatan.xml +++ b/core/players-handbook-2024/backgrounds/background-charlatan.xml @@ -19,6 +19,9 @@
  • Equipment: Choose A or B: (A) Forgery Kit, Costume, Fine Clothes, 15 GP; or (B) 50 GP
  • 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.

    +
    +
    +
    Dexterity, Constitution, Charisma, Skilled Feat, Deception and Sleight of Hand Skills, Forgery Kit diff --git a/core/players-handbook-2024/backgrounds/background-criminal.xml b/core/players-handbook-2024/backgrounds/background-criminal.xml index 21fddcdb6..0ebf50ebe 100644 --- a/core/players-handbook-2024/backgrounds/background-criminal.xml +++ b/core/players-handbook-2024/backgrounds/background-criminal.xml @@ -19,6 +19,9 @@
  • Equipment: Choose A or B: (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 CP; or (B) 50 GP
  • 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.

    +
    +
    +
    Dexterity, Constitution, Intelligence, Alert Feat, Sleight of Hand and Stealth Skills, Thieves' Tools diff --git a/core/players-handbook-2024/backgrounds/background-entertainer.xml b/core/players-handbook-2024/backgrounds/background-entertainer.xml index fadb309e6..14f9c7769 100644 --- a/core/players-handbook-2024/backgrounds/background-entertainer.xml +++ b/core/players-handbook-2024/backgrounds/background-entertainer.xml @@ -19,6 +19,9 @@
  • Equipment: Choose A or B: (A) Musical Instrument (same as above), 2 Costumes, Mirror, Perfume, Traveler's Clothes, 11 GP; or (B) 50 GP
  • 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.

    +
    +
    +
    Strength, Dexterity, Charisma, Musician Feat, Acrobatics and Performance Skills, a Musical Instrument diff --git a/core/players-handbook-2024/backgrounds/background-farmer.xml b/core/players-handbook-2024/backgrounds/background-farmer.xml index ccc3bac76..bae688593 100644 --- a/core/players-handbook-2024/backgrounds/background-farmer.xml +++ b/core/players-handbook-2024/backgrounds/background-farmer.xml @@ -19,6 +19,9 @@
  • Equipment: Choose A or B: (A) Sickle, Carpenter's Tools, Healer's Kit, Iron Pot, Shovel, Traveler's Clothes, 30GP; or (B) 50 GP
  • 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.

    +
    +
    +
    Strength, Constitution, Wisdom, Tough Feat, Animal Handling and Nature Skills, Carpenter's Tools diff --git a/core/players-handbook-2024/backgrounds/background-guard.xml b/core/players-handbook-2024/backgrounds/background-guard.xml index 71b27f949..7827630d3 100644 --- a/core/players-handbook-2024/backgrounds/background-guard.xml +++ b/core/players-handbook-2024/backgrounds/background-guard.xml @@ -19,6 +19,9 @@
  • Equipment: Choose A or B: (A) Spear, Light Crossbow, 20 Bolts, Gaming Set (same as above), Hooded Lantern, Manacles, Quiver, Traveler's Clothes, 12 GP; or (B) 50 GP
  • 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.

    +
    +
    +
    Strength, Intelligence, Wisdom, Alert Feat, Athletics and Perception Skills, a Gaming Set diff --git a/core/players-handbook-2024/backgrounds/background-guide.xml b/core/players-handbook-2024/backgrounds/background-guide.xml index 4aa6e36fa..900a306f9 100644 --- a/core/players-handbook-2024/backgrounds/background-guide.xml +++ b/core/players-handbook-2024/backgrounds/background-guide.xml @@ -19,6 +19,9 @@
  • Equipment: Choose A or B: (A) Shortbow, 20 Arrows, Cartographer's Tools, Bedroll, Quiver, Tent, Traveler's Clothes, 3 GP; or (B) 50 GP
  • 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.

    +
    +
    +
    Dexterity, Constitution, Wisdom, Magic Initiate (Druid) Feat, Stealth and Survival Skills, Cartographer's Tools @@ -29,7 +32,7 @@ - + diff --git a/core/players-handbook-2024/backgrounds/background-hermit.xml b/core/players-handbook-2024/backgrounds/background-hermit.xml index dd9489347..e71790e38 100644 --- a/core/players-handbook-2024/backgrounds/background-hermit.xml +++ b/core/players-handbook-2024/backgrounds/background-hermit.xml @@ -19,6 +19,9 @@
  • Equipment: Choose A or B: (A) Quarterstaff, Herbalism Kit, Bedroll, Book (philosophy), Lamp, Oil (3 flasks), Traveler's Clothes, 16 CP; or (B) 50 GP
  • 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.

    +
    +
    +
    Constitution, Wisdom, Charisma, Healer Feat, Medicine and Religion Skills, Herbalism Kit diff --git a/core/players-handbook-2024/backgrounds/background-merchant.xml b/core/players-handbook-2024/backgrounds/background-merchant.xml index 011d59f7f..594a17bf5 100644 --- a/core/players-handbook-2024/backgrounds/background-merchant.xml +++ b/core/players-handbook-2024/backgrounds/background-merchant.xml @@ -19,6 +19,9 @@
  • Equipment: Choose A or B: (A) Navigator's Tools, 2 Pouches, Traveler's Clothes, 22 GP; or (B) 50 GP
  • 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.

    +
    +
    +
    Constitution, Intelligence, Charisma, Lucky Feat, Animal Handling and Persuasion Skills, Navigator's Tools diff --git a/core/players-handbook-2024/backgrounds/background-noble.xml b/core/players-handbook-2024/backgrounds/background-noble.xml index 02700dcbe..75eb575fc 100644 --- a/core/players-handbook-2024/backgrounds/background-noble.xml +++ b/core/players-handbook-2024/backgrounds/background-noble.xml @@ -19,6 +19,9 @@
  • Equipment: Choose A or B: (A) Gaming Set (same as above), Fine Clothes, Perfume, 29 GP; or (B) 50 GP
  • 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.

    +
    +
    +
    Strength, Intelligence, Charisma, Skilled Feat, History and Persuasion Skills, a Gaming Set diff --git a/core/players-handbook-2024/backgrounds/background-sage.xml b/core/players-handbook-2024/backgrounds/background-sage.xml index a5c213b34..86220db9e 100644 --- a/core/players-handbook-2024/backgrounds/background-sage.xml +++ b/core/players-handbook-2024/backgrounds/background-sage.xml @@ -19,6 +19,9 @@
  • Equipment: Choose A or B: (A) Quarterstaff, Calligrapher's Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP; or (B) 50 GP
  • 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.

    +
    +
    +
    Constitution, Intelligence, Wisdom, Magic Initiate (Wizard) Feat, Arcana and History Skills, Calligrapher’s Supplies diff --git a/core/players-handbook-2024/backgrounds/background-sailor.xml b/core/players-handbook-2024/backgrounds/background-sailor.xml index fd0139716..92b87c8c4 100644 --- a/core/players-handbook-2024/backgrounds/background-sailor.xml +++ b/core/players-handbook-2024/backgrounds/background-sailor.xml @@ -19,6 +19,9 @@
  • Equipment: Choose A or B: (A) Dagger, Navigator's Tools, Rope, Traveler’s Clothes, 20 GP; or (B) 50 GP
  • 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.

    +
    +
    +
    Strength, Dexterity, Wisdom, Tavern Brawler Feat, Acrobatics and Perception Skills, Navigator's Tools diff --git a/core/players-handbook-2024/backgrounds/background-scribe.xml b/core/players-handbook-2024/backgrounds/background-scribe.xml index aa72383c6..919312c4b 100644 --- a/core/players-handbook-2024/backgrounds/background-scribe.xml +++ b/core/players-handbook-2024/backgrounds/background-scribe.xml @@ -19,6 +19,9 @@
  • Equipment: Choose A or B: (A) Calligrapher's Supplies, Fine Clothes, Lamp, Oil (3 flasks), Parchment (12 sheets), 23 GP; or (B) 50 GP
  • 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.

    +
    +
    +
    Dexterity, Intelligence, Wisdom, Skilled Feat, Investigation and Perception Skills, Calligrapher’s Supplies diff --git a/core/players-handbook-2024/backgrounds/background-soldier.xml b/core/players-handbook-2024/backgrounds/background-soldier.xml index e9fb2350c..e65c08329 100644 --- a/core/players-handbook-2024/backgrounds/background-soldier.xml +++ b/core/players-handbook-2024/backgrounds/background-soldier.xml @@ -19,6 +19,9 @@
  • Equipment: Choose A or B: (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler’s Clothes, 14 GP; or (B) 50 GP
  • 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

    +
    +
    +
    Strength, Dexterity, Constitution, Savage Attacker Feat, Athletics and Intimidation Skills, a Gaming Set diff --git a/core/players-handbook-2024/backgrounds/background-wayfarer.xml b/core/players-handbook-2024/backgrounds/background-wayfarer.xml index 97d9e999c..65cf7dc8a 100644 --- a/core/players-handbook-2024/backgrounds/background-wayfarer.xml +++ b/core/players-handbook-2024/backgrounds/background-wayfarer.xml @@ -19,6 +19,9 @@
  • Equipment: Choose A or B: (A) 2 Daggers, Thieves' Tools, Gaming Set (any), Bedroll, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP
  • 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.

    +
    +
    +
    Dexterity, Wisdom, Charisma, Lucky Feat, Insight and Stealth Skills, Thieves' Tools diff --git a/core/players-handbook-2024/backgrounds/optional-background-feature.xml b/core/players-handbook-2024/backgrounds/optional-background-feature.xml new file mode 100644 index 000000000..5978ac669 --- /dev/null +++ b/core/players-handbook-2024/backgrounds/optional-background-feature.xml @@ -0,0 +1,24 @@ + + + + Optional Background Feature + Wizards of the Coast + + + + + + + Optional Background Feature + +

    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.

    +
    + + + + + - - +
    diff --git a/core/players-handbook-2024/classes/class-sorcerer.xml b/core/players-handbook-2024/classes/class-sorcerer.xml index b0890f865..0ccc88ded 100644 --- a/core/players-handbook-2024/classes/class-sorcerer.xml +++ b/core/players-handbook-2024/classes/class-sorcerer.xml @@ -327,6 +327,7 @@ PHB24 Metamagic + !ID_WOTC_PHB_CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL

    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 @@
    + PHB24 Metamagic - !ID_INTERNAL_PHB24_FEATURE_REPLACEMENT_SORCERER_METAMAGIC_DISTANT_SPELL + !ID_WOTC_PHB_CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL

    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 @@ When you cast a spell that has a range of at least 5 ft., you can double the spell’s range. Or when you cast a spell that has a range of Touch, you can make the spell’s range 30 ft.
    + PHB24 Metamagic - !ID_INTERNAL_PHB24_FEATURE_REPLACEMENT_SORCERER_METAMAGIC_EMPOWERED_SPELL + !ID_WOTC_PHB_CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL

    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 @@
    + PHB24 Metamagic - !ID_INTERNAL_PHB24_FEATURE_REPLACEMENT_SORCERER_METAMAGIC_EXTENDED_SPELL + !ID_WOTC_PHB_CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL

    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 @@ When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours. You also have Advantage on any saving throw you make to maintain Concentration on that spell.
    + PHB24 Metamagic - !ID_INTERNAL_PHB24_FEATURE_REPLACEMENT_SORCERER_METAMAGIC_HEIGHTENED_SPELL + !ID_WOTC_PHB_CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL

    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 @@ When you cast a spell that forces a creature to make a saving throw, you can give one target of the spell Disadvantage on saves against the spell.
    + PHB24 Metamagic - !ID_INTERNAL_PHB24_FEATURE_REPLACEMENT_SORCERER_METAMAGIC_QUICKENED_SPELL + !ID_WOTC_PHB_CLASS_FEATURE_SORCERER_METAMAGIC_QUICKEND_SPELL

    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 @@ When you cast a spell that has a casting time of an action, you can 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.
    + PHB24 Metamagic - !ID_INTERNAL_PHB24_FEATURE_REPLACEMENT_SORCERER_METAMAGIC_SEEKING_SPELL + !ID_WOTC_TCOE_CLASS_FEATURE_SORCERER_METAMAGIC_SEEKING_SPELL

    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 @@ If you make an attack roll for a spell and miss, you reroll the d20 and use the new roll. You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.
    + PHB24 Metamagic - !ID_INTERNAL_PHB24_FEATURE_REPLACEMENT_SORCERER_METAMAGIC_SUBTLE_SPELL + !ID_WOTC_PHB_CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL

    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 @@ When you cast a spell, you can do so 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.
    + PHB24 Metamagic - !ID_INTERNAL_PHB24_FEATURE_REPLACEMENT_SORCERER_METAMAGIC_TRANSMUTED_SPELL + !ID_WOTC_TCOE_CLASS_FEATURE_SORCERER_METAMAGIC_TRANSMUTED_SPELL

    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 @@ When you cast a spell that deals a type of damage from the following list, you can change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.
    + PHB24 Metamagic - !ID_INTERNAL_PHB24_FEATURE_REPLACEMENT_SORCERER_METAMAGIC_TWINNED_SPELL + !ID_WOTC_PHB_CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL

    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 @@ + - - PHB24 Eldritch Invocation + !ID_WOTC_TCOE_CLASS_FEATURE_ELDRITCH_MIND

    You have Advantage on Constitution saving throws that you make to maintain Concentration.

    @@ -114,7 +111,7 @@ PHB24 Eldritch Invocation - [level:warlock:5],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_BLADE + ([level:warlock:5],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_BLADE),!ID_WOTC_XGTE_CLASS_FEATURE_ELDRITCH_INVOCATION_ELDRITCH_SMITE Level 5+ Warlock, Pact of the Blade

    Prerequisite: Level 5+ Warlock, Pact of the Blade

    @@ -131,7 +128,7 @@ PHB24 Eldritch Invocation - [level:warlock:2] + [level:warlock:2],!ID_WOTC_PHB_CLASS_FEATURE_ELDRITCH_INVOCATION_ELDRITCH_SPEAR Level 2+ Warlock, a Warlock Cantrip That Deals Damage and has a Range of 10+ Feet

    Level 2+ Warlock, a Warlock Cantrip That Deals Damage

    @@ -157,7 +154,7 @@
    - + PHB24 Eldritch Invocation [level:warlock:2],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_ELDRITCH_SPEAR Level 2+ Warlock, a Warlock Cantrip That Deals Damage and has a Range of 10+ Feet @@ -178,7 +175,7 @@ PHB24 Eldritch Invocation - [level:warlock:2] + [level:warlock:2],!ID_WOTC_PHB_CLASS_FEATURE_ELDRITCH_INVOCATION_FIENDISH_VIGOR Level 2+ Warlock

    Prerequisite: Level 2+ Warlock

    @@ -197,7 +194,7 @@ PHB24 Eldritch Invocation - [level:warlock:5] + [level:warlock:5],!ID_WOTC_PHB_CLASS_FEATURE_ELDRITCH_INVOCATION_GAZE_OF_TWO_MINDS Level 5+ Warlock

    Prerequisite: Level 5+ Warlock

    @@ -212,7 +209,7 @@ PHB24 Eldritch Invocation - [level:warlock:5] + [level:warlock:5],!ID_WOTC_XGTE_CLASS_FEATURE_ELDRITCH_INVOCATION_GIFT_OF_THE_DEPTHS Level 5+ Warlock

    Prerequisite: Level 5+ Warlock

    @@ -230,7 +227,7 @@ PHB24 Eldritch Invocation - [level:warlock:9],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_TOME + ([level:warlock:9],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_TOME),!ID_WOTC_TCOE_CLASS_FEATURE_GIFT_OF_THE_PROTECTORS Level 9+ Warlock, Pact of the Tome Invocation

    Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation

    @@ -250,7 +247,7 @@ PHB24 Eldritch Invocation - [level:warlock:5],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_CHAIN + ([level:warlock:5],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_CHAIN),!ID_WOTC_TCOE_CLASS_FEATURE_INVESTMENT_OF_THE_CHAIN_MASTER Level 5+ Warlock, Pact of the Chain Invocation

    Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation

    @@ -423,7 +420,7 @@ PHB24 Eldritch Invocation - [level:warlock:9],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_BLADE + ([level:warlock:9],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_BLADE),!ID_WOTC_PHB_CLASS_FEATURE_ELDRITCH_INVOCATION_LIFEDRINKER Level 9+ Warlock, Pact of the Blade Invocation

    Prerequisites: Level 9+ Warlock, Pact of the Blade Invocation

    @@ -440,7 +437,7 @@ PHB24 Eldritch Invocation - [level:warlock:2] + [level:warlock:2],!ID_WOTC_PHB_CLASS_FEATURE_ELDRITCH_INVOCATION_MASK_OF_MANY_FACES Level 2+ Warlock

    Prerequisites: Level 2+ Warlock

    @@ -459,7 +456,7 @@ PHB24 Eldritch Invocation - [level:warlock:5] + [level:warlock:5],!ID_WOTC_PHB_CLASS_FEATURE_ELDRITCH_INVOCATION_MASTER_OF_MYRIAD_FORMS Level 5+ Warlock

    Prerequisites: Level 5+ Warlock

    @@ -478,7 +475,7 @@ PHB24 Eldritch Invocation - [level:warlock:2] + [level:warlock:2],!ID_WOTC_PHB_CLASS_FEATURE_ELDRITCH_INVOCATION_MISTY_VISIONS Level 2+ Warlock

    Prerequisites: Level 2+ Warlock

    @@ -497,7 +494,7 @@ PHB24 Eldritch Invocation - [level:warlock:5] + [level:warlock:5],!ID_WOTC_PHB_CLASS_FEATURE_ELDRITCH_INVOCATION_ONE_WITH_SHADOWS Level 5+ Warlock

    Prerequisites: Level 5+ Warlock

    @@ -516,7 +513,7 @@ PHB24 Eldritch Invocation - [level:warlock:2] + [level:warlock:2],!ID_WOTC_PHB_CLASS_FEATURE_ELDRITCH_INVOCATION_OTHERWORLDLY_LEAP Level 2+ Warlock

    Prerequisites: Level 2+ Warlock

    @@ -585,7 +582,7 @@ PHB24 Eldritch Invocation - [level:warlock:2] + [level:warlock:2],!ID_WOTC_PHB_CLASS_FEATURE_ELDRITCH_INVOCATION_REPELLING_BLAST Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll

    Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll

    @@ -605,7 +602,7 @@ PHB24 Eldritch Invocation - [level:warlock:5],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_BLADE + ([level:warlock:5],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_BLADE),!ID_WOTC_PHB_CLASS_FEATURE_ELDRITCH_INVOCATION_THIRSTING_BLADE Level 5+ Warlock, Pact of the Blade Invocation

    Prerequisites: Level 5+ Warlock, Pact of the Blade Invocation

    @@ -613,23 +610,18 @@
    - - + + PHB24 Thirsting Blade Invocation You can attack twice with your pact weapon when you take the Attack action. - - - + @@ -859,7 +859,7 @@ General - ([level:4],!(ID_WOTC_UA20200713_FEAT_PIERCER||ID_WOTC_TCOE_FEAT_PIERCER))||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER + ([character:4],!(ID_WOTC_UA20200713_FEAT_PIERCER||ID_WOTC_TCOE_FEAT_PIERCER))||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER Level 4+

    General Feat (Prerequisite: Level 4+)

    @@ -879,7 +879,7 @@ General - ([level:4],!(ID_WOTC_UA20200713_FEAT_POISONER||ID_WOTC_TCOE_FEAT_POISONER))||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER + ([character:4],!(ID_WOTC_UA20200713_FEAT_POISONER||ID_WOTC_TCOE_FEAT_POISONER))||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER Level 4+

    General Feat (Prerequisite: Level 4+)

    @@ -929,7 +929,7 @@ General - ([level:4],([str:13]||[dex:13]),!ID_PHB_FEAT_POLEARMMASTER)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER + ([character:4],([str:13]||[dex:13]),!ID_PHB_FEAT_POLEARMMASTER)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER Level 4+, Strength or Dexterity 13+

    General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)

    @@ -949,7 +949,7 @@ General - ([level:4],!ID_PHB_FEAT_RESILIENT)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER + ([character:4],!ID_PHB_FEAT_RESILIENT)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER Level 4+

    General Feat (Prerequisite: Level 4+)

    @@ -1044,7 +1044,7 @@ General - ([level:4],([int:13]||[wis:13]||[cha:13]),!ID_PHB_FEAT_RITUALCASTER)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER + ([character:4],([int:13]||[wis:13]||[cha:13]),!ID_PHB_FEAT_RITUALCASTER)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER Level 4+, Intelligence, Wisdom, or Charisma 13+

    General Feat (Prerequisite: Level 4+; Intelligence, Wisdom, or Charisma 13+)

    @@ -1112,7 +1112,7 @@ General - ([level:4],([str:13]||[dex:13]),!ID_PHB_FEAT_SENTINEL)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER + ([character:4],([str:13]||[dex:13]),!ID_PHB_FEAT_SENTINEL)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER Level 4+, Strength or Dexterity 13+

    General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)

    @@ -1132,7 +1132,7 @@ General - ([level:4],!(ID_WOTC_UA20200713_FEAT_SHADOW_TOUCHED||ID_WOTC_TCOE_FEAT_SHADOW_TOUCHED))||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER + ([character:4],!(ID_WOTC_UA20200713_FEAT_SHADOW_TOUCHED||ID_WOTC_TCOE_FEAT_SHADOW_TOUCHED))||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER Level 4+

    General Feat (Prerequisite: Level 4+)

    @@ -1192,7 +1192,7 @@ General - ([level:4],[dex:13],!ID_PHB_FEAT_SHARPSHOOTER)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER + ([character:4],[dex:13],!ID_PHB_FEAT_SHARPSHOOTER)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER Level 4+, Dexterity 13+

    General Feat (Prerequisite: Level 4+, Dexterity 13+)

    @@ -1212,7 +1212,7 @@ General - ([level:4],ID_PROFICIENCY_ARMOR_PROFICIENCY_SHIELDS,!ID_PHB_FEAT_SHIELDMASTER)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER + ([character:4],ID_PROFICIENCY_ARMOR_PROFICIENCY_SHIELDS,!ID_PHB_FEAT_SHIELDMASTER)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER Level 4+, Shield Training

    General Feat (Prerequisite: Level 4+, Shield Training)

    @@ -1235,7 +1235,7 @@ General - ([level:4],!(ID_WOTC_UA20200713_FEAT_PRACTICED_EXPERT||ID_WOTC_TCOE_FEAT_SKILL_EXPERT))||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER + ([character:4],!(ID_WOTC_UA20200713_FEAT_PRACTICED_EXPERT||ID_WOTC_TCOE_FEAT_SKILL_EXPERT))||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER Level 4+

    General Feat (Prerequisite: Level 4+)

    @@ -1254,7 +1254,7 @@ General - ([level:4],[dex:13],!ID_PHB_FEAT_SKULKER)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER + ([character:4],[dex:13],!ID_PHB_FEAT_SKULKER)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER Level 4+, Dexterity 13+

    General Feat (Prerequisite: Level 4+, Dexterity 13+)

    @@ -1276,7 +1276,7 @@ General - ([level:4],!(ID_WOTC_UA20200713_FEAT_SLASHER||ID_WOTC_TCOE_FEAT_SLASHER))||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER + ([character:4],!(ID_WOTC_UA20200713_FEAT_SLASHER||ID_WOTC_TCOE_FEAT_SLASHER))||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER Level 4+

    General Feat (Prerequisite: Level 4+)

    @@ -1296,7 +1296,7 @@ General - ([level:4],([dex:13]||[con:13]))||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER + ([character:4],([dex:13]||[con:13]))||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER Level 4+, Dexterity or Constitution 13+

    General Feat (Prerequisite: Level 4+, Dexterity or Constitution 13+)

    @@ -1317,7 +1317,7 @@ General - ([level:4],(ID_INTERNAL_GRANTS_SPELLCASTING_FEATURE||ID_INTERNAL_GRANTS_PACT_MAGIC_FEATURE),!ID_PHB_FEAT_SPELLSNIPER)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER + ([character:4],(ID_INTERNAL_GRANTS_SPELLCASTING_FEATURE||ID_INTERNAL_GRANTS_PACT_MAGIC_FEATURE),!ID_PHB_FEAT_SPELLSNIPER)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER Level 4+, Spellcasting or Pact Magic Feature

    General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)

    @@ -1339,7 +1339,7 @@ General - ([level:4],!(ID_WOTC_UA20191125_FEAT_TELEKINETIC||ID_WOTC_UA20200414_FEAT_TELEKINETIC||ID_WOTC_TCOE_FEAT_TELEKINETIC))||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER + ([character:4],!(ID_WOTC_UA20191125_FEAT_TELEKINETIC||ID_WOTC_UA20200414_FEAT_TELEKINETIC||ID_WOTC_TCOE_FEAT_TELEKINETIC))||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER Level 4+

    General Feat (Prerequisite: Level 4+)

    @@ -1407,7 +1407,7 @@ General - ([level:4],!(ID_WOTC_UA20191125_FEAT_TELEPATHIC||ID_WOTC_UA20200414_FEAT_TELEPATHIC||ID_WOTC_TCOE_FEAT_TELEPATHIC))||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER + ([character:4],!(ID_WOTC_UA20191125_FEAT_TELEPATHIC||ID_WOTC_UA20200414_FEAT_TELEPATHIC||ID_WOTC_TCOE_FEAT_TELEPATHIC))||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER Level 4+

    General Feat (Prerequisite: Level 4+)

    @@ -1470,7 +1470,7 @@ General - ([level:4],(ID_INTERNAL_GRANTS_SPELLCASTING_FEATURE||ID_INTERNAL_GRANTS_PACT_MAGIC_FEATURE),!ID_PHB_FEAT_WARCASTER)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER + ([character:4],(ID_INTERNAL_GRANTS_SPELLCASTING_FEATURE||ID_INTERNAL_GRANTS_PACT_MAGIC_FEATURE),!ID_PHB_FEAT_WARCASTER)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER Level 4+, Spellcasting or Pact Magic Feature

    General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)

    @@ -1492,7 +1492,7 @@ General - ([level:4],!ID_PHB_FEAT_WEAPONMASTER)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER + ([character:4],!ID_PHB_FEAT_WEAPONMASTER)||ID_WOTC_PHB24_GRANTS_FEAT_UNLOCKER Level 4+

    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 @@ - + diff --git a/core/players-handbook-2024/source.xml b/core/players-handbook-2024/source.xml index 7a4cabe36..0c4681b50 100644 --- a/core/players-handbook-2024/source.xml +++ b/core/players-handbook-2024/source.xml @@ -25,6 +25,7 @@ https://dndstore.wizards.com/us/en/product/1001494/2024-player-s-handbook-digital-plus-physical-bundle https://raw.githubusercontent.com/AuroraLegacy/elements/master/core/players-handbook-2024/PHB24.png Wizards of the Coast + D&D 5.5e true false true diff --git a/core/players-handbook-2024/spells.xml b/core/players-handbook-2024/spells.xml index 6e1be92a4..68f2b57a5 100644 --- a/core/players-handbook-2024/spells.xml +++ b/core/players-handbook-2024/spells.xml @@ -51,8 +51,10 @@ Artificer, Ranger, Wizard

    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.

    +
      +
    • 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.
    • +
    cube @@ -269,8 +271,10 @@ Bard, Druid, Wizard, Spell Saving Throw

    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.

    +
      +
    • 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.

    @@ -697,10 +701,12 @@

    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.

    +
      +
    • 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.

    @@ -1168,11 +1174,13 @@ Bard, Cleric, Paladin, Spell Saving Throw

    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.

    +
      +
    • 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.

    @@ -1389,8 +1397,10 @@ Cleric, Spell Saving Throw, Damaging Spell, Healing Spell

    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.

    +
      +
    • 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 @@ Cleric, Druid

    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.

    +
      +
    • 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.

    @@ -3745,16 +3757,18 @@

    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.

    +
      +
    • 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.
    • +
    aberration, celestial, elemental, fey, fiend, undead, darkness, daylight, bright, light, charmed, frightened, resistance, silence, tongues, communication, vulnerability @@ -8416,13 +8430,15 @@

    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.

    +
      +
    • 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.

    diff --git a/core/players-handbook.index b/core/players-handbook.index index 1bf3f669d..7505867a1 100644 --- a/core/players-handbook.index +++ b/core/players-handbook.index @@ -4,7 +4,7 @@ Player’s Handbook The Player’s Handbook is the essential reference for every Dungeons & Dragons roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more. Use this book to create exciting characters from among the most iconic D&D races and classes. Wizards of the Coast - + @@ -110,5 +110,6 @@ + diff --git a/core/players-handbook/classes/class-ranger.xml b/core/players-handbook/classes/class-ranger.xml index 2c4c733c7..070e36508 100644 --- a/core/players-handbook/classes/class-ranger.xml +++ b/core/players-handbook/classes/class-ranger.xml @@ -672,126 +672,7 @@
    - - Favored Terrain - -

    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:

    -
      -
    • Difficult terrain doesn’t slow your group’s travel.
    • -
    • Your group can’t become lost except by magical means.
    • -
    • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
    • -
    • If you are traveling alone, you can move stealthily at a normal pace.
    • -
    • When you forage, you find twice as much food as you normally would.
    • -
    • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
    • -
    -
    -
    - - Favored Terrain - -

    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:

    -
      -
    • Difficult terrain doesn’t slow your group’s travel.
    • -
    • Your group can’t become lost except by magical means.
    • -
    • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
    • -
    • If you are traveling alone, you can move stealthily at a normal pace.
    • -
    • When you forage, you find twice as much food as you normally would.
    • -
    • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
    • -
    -
    -
    - - Favored Terrain - -

    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:

    -
      -
    • Difficult terrain doesn’t slow your group’s travel.
    • -
    • Your group can’t become lost except by magical means.
    • -
    • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
    • -
    • If you are traveling alone, you can move stealthily at a normal pace.
    • -
    • When you forage, you find twice as much food as you normally would.
    • -
    • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
    • -
    -
    -
    - - Favored Terrain - -

    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:

    -
      -
    • Difficult terrain doesn’t slow your group’s travel.
    • -
    • Your group can’t become lost except by magical means.
    • -
    • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
    • -
    • If you are traveling alone, you can move stealthily at a normal pace.
    • -
    • When you forage, you find twice as much food as you normally would.
    • -
    • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
    • -
    -
    -
    - - Favored Terrain - -

    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:

    -
      -
    • Difficult terrain doesn’t slow your group’s travel.
    • -
    • Your group can’t become lost except by magical means.
    • -
    • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
    • -
    • If you are traveling alone, you can move stealthily at a normal pace.
    • -
    • When you forage, you find twice as much food as you normally would.
    • -
    • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
    • -
    -
    -
    - - Favored Terrain - -

    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:

    -
      -
    • Difficult terrain doesn’t slow your group’s travel.
    • -
    • Your group can’t become lost except by magical means.
    • -
    • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
    • -
    • If you are traveling alone, you can move stealthily at a normal pace.
    • -
    • When you forage, you find twice as much food as you normally would.
    • -
    • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
    • -
    -
    -
    - - Favored Terrain - -

    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:

    -
      -
    • Difficult terrain doesn’t slow your group’s travel.
    • -
    • Your group can’t become lost except by magical means.
    • -
    • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
    • -
    • If you are traveling alone, you can move stealthily at a normal pace.
    • -
    • When you forage, you find twice as much food as you normally would.
    • -
    • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
    • -
    -
    -
    - - Favored Terrain - -

    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:

    -
      -
    • Difficult terrain doesn’t slow your group’s travel.
    • -
    • Your group can’t become lost except by magical means.
    • -
    • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
    • -
    • If you are traveling alone, you can move stealthily at a normal pace.
    • -
    • When you forage, you find twice as much food as you normally would.
    • -
    • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
    • -
    -
    -
    + diff --git a/core/players-handbook/classes/class-rogue.xml b/core/players-handbook/classes/class-rogue.xml index aa3dffdeb..81bf731c7 100644 --- a/core/players-handbook/classes/class-rogue.xml +++ b/core/players-handbook/classes/class-rogue.xml @@ -581,7 +581,7 @@ Your proficiency bonus is doubled for any Thieves’ Tools check you make. - + diff --git a/core/players-handbook/classes/class-sorcerer.xml b/core/players-handbook/classes/class-sorcerer.xml index 717fd872b..ee5671162 100644 --- a/core/players-handbook/classes/class-sorcerer.xml +++ b/core/players-handbook/classes/class-sorcerer.xml @@ -273,8 +273,10 @@
    + Metamagic + !ID_WOTC_PHB24_CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL

    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.

    @@ -288,6 +290,7 @@
    Metamagic + !ID_WOTC_PHB24_CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_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.

    @@ -297,6 +300,7 @@
    Metamagic + !ID_WOTC_PHB24_CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL

    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 @@
    Metamagic + !ID_WOTC_PHB24_CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL

    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.

    @@ -320,6 +325,7 @@
    Metamagic + !ID_WOTC_PHB24_CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL

    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.

    @@ -329,6 +335,7 @@
    Metamagic + !ID_WOTC_PHB24_CLASS_FEATURE_SORCERER_METAMAGIC_QUICKEND_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.

    @@ -338,6 +345,7 @@
    Metamagic + !ID_WOTC_PHB24_CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL

    When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

    @@ -347,6 +355,7 @@
    Metamagic + !ID_WOTC_PHB24_CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL

    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.

    diff --git a/core/players-handbook/eldritch-invocations.xml b/core/players-handbook/eldritch-invocations.xml index 08c7ddb2d..6aeecb2bd 100644 --- a/core/players-handbook/eldritch-invocations.xml +++ b/core/players-handbook/eldritch-invocations.xml @@ -2,7 +2,7 @@ - + @@ -10,8 +10,8 @@ Eldritch Invocation + ID_PHB_SPELL_ELDRITCH_BLAST,!ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_AGONIZING_BLAST eldritch blast cantrip - ID_PHB_SPELL_ELDRITCH_BLAST

    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 @@
    + Eldritch Invocation + !ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_ARMOR_OF_SHADOWS

    You can cast mage armor on yourself at will, without expending a spell slot or material components.

    @@ -41,10 +43,11 @@ + Eldritch Invocation + [level:9],!ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_ASCENDANT_STEP 9th level - [level:9]

    Prerequisite: 9th level

    You can cast levitate on yourself at will, without expending a spell slot or material components.

    @@ -59,6 +62,7 @@
    + Eldritch Invocation @@ -74,6 +78,7 @@ + Eldritch Invocation @@ -87,10 +92,11 @@ + Eldritch Invocation - 7th level [level:7] + 7th level

    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 @@
    + Eldritch Invocation, Pact of the Tome + ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_TOME||ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_TOME Pact of the Tome feature - ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_TOME

    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 @@ + - + - - - - + + + - + + + + +
    @@ -83,7 +95,7 @@ Choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within {{telepathic speech:distance}} miles of each other. To understand each other, you each must speak mentally in a language the other knows. - The telepathic connection lasts for 1 minute. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature. + The telepathic connection lasts for 1 minute. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature. Choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within {{telepathic speech:distance}} miles of each other. To understand each other, you each must speak mentally in a language the other knows. The telepathic connection lasts for {{level:sorcerer}} minutes. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature. @@ -149,6 +161,7 @@ You can spend 5 sorcery points to use this feature again. + Arms of Hadar @@ -172,6 +185,28 @@ Telekinesis - - + + + + Arms of Hadar + + + Dissonant Whispers + + + Calm Emotions + + + Hunger of Hadar + + + Sending + + + Evards Black Tentacles + + + Telekinesis + + diff --git a/supplements/tashas-cauldron-of-everything/archetypes/sorcerer-clockwork.xml b/supplements/tashas-cauldron-of-everything/archetypes/sorcerer-clockwork.xml index 5f25a6588..89060f885 100644 --- a/supplements/tashas-cauldron-of-everything/archetypes/sorcerer-clockwork.xml +++ b/supplements/tashas-cauldron-of-everything/archetypes/sorcerer-clockwork.xml @@ -4,10 +4,11 @@ Clockwork Soul The Clockwork Soul from Tasha’s Cauldron of Everything Tasha’s Cauldron of Everything - + + Sorcerous Origin @@ -61,16 +62,26 @@ Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list. - - - - + + + - + + + + + @@ -141,5 +152,21 @@ Wall of Force - + + + Aid + + + Lesser Restoration + + + Freedom of Movement + + + Greater Restoration + + + Wall of Force + + diff --git a/supplements/tashas-cauldron-of-everything/archetypes/warlock-fathomless.xml b/supplements/tashas-cauldron-of-everything/archetypes/warlock-fathomless.xml index 5b9e46474..7812b8c8e 100644 --- a/supplements/tashas-cauldron-of-everything/archetypes/warlock-fathomless.xml +++ b/supplements/tashas-cauldron-of-everything/archetypes/warlock-fathomless.xml @@ -4,7 +4,7 @@ Fathomless Patron The Fathomless Patron from Tasha’s Cauldron of Everything Tasha’s Cauldron of Everything - + @@ -63,6 +63,15 @@ ID_WOTC_TCOE_SPELL_SUMMON_ELEMENTAL ID_PHB_SPELL_BIGBYS_HAND ID_PHB_SPELL_CONE_OF_COLD + ID_WOTC_PHB24_SPELL_CREATE_OR_DESTROY_WATER + ID_WOTC_PHB24_SPELL_THUNDERWAVE + ID_WOTC_PHB24_SPELL_GUST_OF_WIND + ID_WOTC_PHB24_SPELL_SILENCE + ID_WOTC_PHB24_SPELL_LIGHTNING_BOLT + ID_WOTC_PHB24_SPELL_SLEET_STORM + ID_WOTC_PHB24_SPELL_CONTROL_WATER + ID_WOTC_PHB24_SPELL_BIGBYS_HAND + ID_WOTC_PHB24_SPELL_CONE_OF_COLD diff --git a/supplements/tashas-cauldron-of-everything/archetypes/warlock-genie.xml b/supplements/tashas-cauldron-of-everything/archetypes/warlock-genie.xml index 0890bb0e5..bc75f5ce8 100644 --- a/supplements/tashas-cauldron-of-everything/archetypes/warlock-genie.xml +++ b/supplements/tashas-cauldron-of-everything/archetypes/warlock-genie.xml @@ -4,7 +4,7 @@ Genie Patron The Genie Patron from Tasha’s Cauldron of Everything Tasha’s Cauldron of Everything - + @@ -105,6 +105,12 @@ ID_PHB_SPELL_PHANTASMAL_KILLER ID_PHB_SPELL_CREATION ID_PHB_SPELL_WISH + ID_WOTC_PHB24_SPELL_DETECT_EVIL_AND_GOOD + ID_WOTC_PHB24_SPELL_PHANTASMAL_FORCE + ID_WOTC_PHB24_SPELL_CREATE_FOOD_AND_WATER + ID_WOTC_PHB24_SPELL_PHANTASMAL_KILLER + ID_WOTC_PHB24_SPELL_CREATION + ID_WOTC_PHB24_SPELL_WISH @@ -121,6 +127,11 @@ ID_PHB_SPELL_MELD_INTO_STONE ID_PHB_SPELL_STONE_SHAPE ID_PHB_SPELL_WALL_OF_STONE + ID_WOTC_PHB24_SPELL_SANCTUARY + ID_WOTC_PHB24_SPELL_SPIKE_GROWTH + ID_WOTC_PHB24_SPELL_MELD_INTO_STONE + ID_WOTC_PHB24_SPELL_STONE_SHAPE + ID_WOTC_PHB24_SPELL_WALL_OF_STONE @@ -131,6 +142,11 @@ ID_PHB_SPELL_WIND_WALL ID_PHB_SPELL_GREATER_INVISIBILITY ID_PHB_SPELL_SEEMING + ID_WOTC_PHB24_SPELL_THUNDERWAVE + ID_WOTC_PHB24_SPELL_GUST_OF_WIND + ID_WOTC_PHB24_SPELL_WIND_WALL + ID_WOTC_PHB24_SPELL_GREATER_INVISIBILITY + ID_WOTC_PHB24_SPELL_SEEMING @@ -141,6 +157,11 @@ ID_PHB_SPELL_FIREBALL ID_PHB_SPELL_FIRE_SHIELD ID_PHB_SPELL_FLAME_STRIKE + ID_WOTC_PHB24_SPELL_BURNING_HANDS + ID_WOTC_PHB24_SPELL_SCORCHING_RAY + ID_WOTC_PHB24_SPELL_FIREBALL + ID_WOTC_PHB24_SPELL_FIRE_SHIELD + ID_WOTC_PHB24_SPELL_FLAME_STRIKE @@ -151,6 +172,11 @@ ID_PHB_SPELL_SLEET_STORM ID_PHB_SPELL_CONTROL_WATER ID_PHB_SPELL_CONE_OF_COLD + ID_WOTC_PHB24_SPELL_FOG_CLOUD + ID_WOTC_PHB24_SPELL_BLUR + ID_WOTC_PHB24_SPELL_SLEET_STORM + ID_WOTC_PHB24_SPELL_CONTROL_WATER + ID_WOTC_PHB24_SPELL_CONE_OF_COLD diff --git a/supplements/tashas-cauldron-of-everything/eldritch-invocations.xml b/supplements/tashas-cauldron-of-everything/eldritch-invocations.xml index 3b1c3abaa..1be4a09a0 100644 --- a/supplements/tashas-cauldron-of-everything/eldritch-invocations.xml +++ b/supplements/tashas-cauldron-of-everything/eldritch-invocations.xml @@ -4,7 +4,7 @@ Eldritch Invocations The Eldritch Invocations from Tasha’s Cauldron of Everything Tasha’s Cauldron of Everything - + @@ -24,6 +24,7 @@ Eldritch Invocation + !ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_ELDRITCH_MIND

    You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

    @@ -35,7 +36,7 @@ Eldritch Invocation 5th level, Pact of the Tome - [level:5],ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_TOME + [level:5],(ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_TOME||ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_TOME)

    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 @@ Eldritch Invocation 9th level, Pact of the Tome - [level:9],ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_TOME + ([level:9],(ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_TOME||ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_TOME)),!ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_GIFT_OF_THE_PROTECTORS

    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 @@ Eldritch Invocation Pact of the Chain - ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_CHAIN + (ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_CHAIN||ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_CHAIN),!ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_INVESTMENT_OF_THE_CHAIN_MASTER

    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 @@ Metamagic + !ID_WOTC_PHB24_CLASS_FEATURE_SORCERER_METAMAGIC_SEEKING_SPELL

    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 @@ Metamagic + !ID_WOTC_PHB24_CLASS_FEATURE_SORCERER_METAMAGIC_TRANSMUTED_SPELL

    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.

    diff --git a/supplements/van-richtens-guide-to-ravenloft/warlock-undead.xml b/supplements/van-richtens-guide-to-ravenloft/warlock-undead.xml index 7dbe39443..3789c879a 100644 --- a/supplements/van-richtens-guide-to-ravenloft/warlock-undead.xml +++ b/supplements/van-richtens-guide-to-ravenloft/warlock-undead.xml @@ -2,7 +2,7 @@ The Undead - + @@ -60,6 +60,16 @@ ID_PHB_SPELL_GREATER_INVISIBILITY ID_PHB_SPELL_ANTILIFE_SHELL ID_PHB_SPELL_CLOUDKILL + ID_WOTC_PHB24_SPELL_BANE + ID_WOTC_PHB24_SPELL_FALSE_LIFE + ID_WOTC_PHB24_SPELL_BLINDNESS_DEAFNESS + ID_WOTC_PHB24_SPELL_PHANTASMAL_FORCE + ID_WOTC_PHB24_SPELL_PHANTOM_STEED + ID_WOTC_PHB24_SPELL_SPEAK_WITH_DEAD + ID_WOTC_PHB24_SPELL_DEATH_WARD + ID_WOTC_PHB24_SPELL_GREATER_INVISIBILITY + ID_WOTC_PHB24_SPELL_ANTILIFE_SHELL + ID_WOTC_PHB24_SPELL_CLOUDKILL
    diff --git a/supplements/xanathars-guide-to-everything/archetypes/bard-swords.xml b/supplements/xanathars-guide-to-everything/archetypes/bard-swords.xml index 232b9eb5a..4292fc155 100644 --- a/supplements/xanathars-guide-to-everything/archetypes/bard-swords.xml +++ b/supplements/xanathars-guide-to-everything/archetypes/bard-swords.xml @@ -4,7 +4,7 @@ College of Swords The College of Swords from Xanathar’s Guide to Everything Xanathar’s Guide to Everything - + @@ -55,7 +55,9 @@
    - + - + +
    @@ -75,7 +76,8 @@
    - + +
    @@ -99,7 +102,8 @@
    - + +
    diff --git a/supplements/xanathars-guide-to-everything/archetypes/warlock-celestial.xml b/supplements/xanathars-guide-to-everything/archetypes/warlock-celestial.xml index 16faa8e4e..181e76711 100644 --- a/supplements/xanathars-guide-to-everything/archetypes/warlock-celestial.xml +++ b/supplements/xanathars-guide-to-everything/archetypes/warlock-celestial.xml @@ -4,7 +4,7 @@ The Celestial The Celestial Otherworldly Patron from Xanathar’s Guide to Everything Xanathar’s Guide to Everything - + @@ -62,6 +62,16 @@ ID_PHB_SPELL_WALL_OF_FIRE ID_PHB_SPELL_FLAME_STRIKE ID_PHB_SPELL_GREATER_RESTORATION + ID_WOTC_PHB24_SPELL_GUIDING_BOLT + ID_WOTC_PHB24_SPELL_CURE_WOUNDS + ID_WOTC_PHB24_SPELL_FLAMING_SPHERE + ID_WOTC_PHB24_SPELL_LESSER_RESTORATION + ID_WOTC_PHB24_SPELL_DAYLIGHT + ID_WOTC_PHB24_SPELL_REVIVIFY + ID_WOTC_PHB24_SPELL_GUARDIAN_OF_FAITH + ID_WOTC_PHB24_SPELL_WALL_OF_FIRE + ID_WOTC_PHB24_SPELL_FLAME_STRIKE + ID_WOTC_PHB24_SPELL_GREATER_RESTORATION
    diff --git a/supplements/xanathars-guide-to-everything/archetypes/warlock-hexblade.xml b/supplements/xanathars-guide-to-everything/archetypes/warlock-hexblade.xml index dcdbfc321..e65d1708f 100644 --- a/supplements/xanathars-guide-to-everything/archetypes/warlock-hexblade.xml +++ b/supplements/xanathars-guide-to-everything/archetypes/warlock-hexblade.xml @@ -2,7 +2,7 @@ The Hexblade - + @@ -62,6 +62,16 @@ ID_PHB_SPELL_STAGGERING_SMITE ID_PHB_SPELL_BANISHING_SMITE ID_PHB_SPELL_CONE_OF_COLD + ID_WOTC_PHB24_SPELL_SHIELD + ID_WOTC_PHB24_SPELL_WRATHFUL_SMITE + ID_WOTC_PHB24_SPELL_BLUR + + ID_WOTC_PHB24_SPELL_BLINK + ID_WOTC_PHB24_SPELL_ELEMENTAL_WEAPON + ID_WOTC_PHB24_SPELL_PHANTASMAL_KILLER + ID_WOTC_PHB24_SPELL_STAGGERING_SMITE + ID_WOTC_PHB24_SPELL_BANISHING_SMITE + ID_WOTC_PHB24_SPELL_CONE_OF_COLD
    diff --git a/supplements/xanathars-guide-to-everything/eldritch-invocations.xml b/supplements/xanathars-guide-to-everything/eldritch-invocations.xml index 14d97ad37..1f431aa1a 100644 --- a/supplements/xanathars-guide-to-everything/eldritch-invocations.xml +++ b/supplements/xanathars-guide-to-everything/eldritch-invocations.xml @@ -4,15 +4,15 @@ Eldrich Invocations The Eldrich Invocations from Xanathar’s Guide to Everything Xanathar’s Guide to Everything - + Eldritch Invocation, Pact of the Tome + ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_TOME||ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_TOME Pact of the Tome feature - ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_TOME

    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 @@ Eldritch Invocation, Pact of the Blade 5th level, Pact of the Blade feature - [level:5],ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE + ([level:5],(ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE||ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_BLADE)),!ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_ELDRITCH_SMITE

    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 @@ Eldritch Invocation 5th level - [level:5] + [level:5],!ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_GIFT_OF_THE_DEPTHS

    Prerequisite: 5th level

    You can breathe underwater, and you gain a swimming speed equal to your walking speed.

    @@ -87,7 +87,7 @@ Eldritch Invocation, Pact of the Chain Pact of the Chain feature - ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_CHAIN + ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_CHAIN||ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_CHAIN

    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 @@ Eldritch Invocation eldritch blast cantrip - ID_PHB_SPELL_ELDRITCH_BLAST + ID_PHB_SPELL_ELDRITCH_BLAST||ID_WOTC_PHB24_SPELL_ELDRITCH_BLAST

    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 @@ Eldritch Invocation, Pact of the Blade Pact of the Blade feature - ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE + ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE||ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_BLADE

    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 @@ Eldritch Invocation eldritch blast cantrip - ID_PHB_SPELL_ELDRITCH_BLAST + ID_PHB_SPELL_ELDRITCH_BLAST||ID_WOTC_PHB24_SPELL_ELDRITCH_BLAST

    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 @@ Unearthed Arcana: Modern Magic When the fifth edition Dungeon Master’s Guide was released in 2014, two pages in chapter 9, “Dungeon Master’s Workshop,” attracted a lot of attention. Those pages covered the rules for using firearms and explosives, an addition that allowed DMs to introduce modern and alien weaponry into the D&D world, as in the classic adventure Expedition to the Barrier Peaks. Wizards of the Coast - + @@ -260,7 +260,7 @@ Eldritch Invocation, Pact of the Blade Pact of the Blade feature - ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE + ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE||ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_BLADE

    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.

    diff --git a/unearthed-arcana/2015/20151102.xml b/unearthed-arcana/2015/20151102.xml index 3b8a9a652..ecafa15fa 100644 --- a/unearthed-arcana/2015/20151102.xml +++ b/unearthed-arcana/2015/20151102.xml @@ -4,7 +4,7 @@ Unearthed Arcana: Light, Dark, Underdark! Two new fighting styles for fighters, paladins, and rangers; the Deep Stalker ranger archetype; the shadow sorcerer; and the warlock pact of the Undying Light all offer exciting options for adventuring in the endless gloom of the Underdark. Wizards of the Coast - + @@ -107,6 +107,11 @@ ID_PHB_SPELL_DAYLIGHT ID_PHB_SPELL_FIRE_SHIELD ID_PHB_SPELL_FLAME_STRIKE + ID_WOTC_PHB24_SPELL_BURNING_HANDS + ID_WOTC_PHB24_SPELL_FLAMING_SPHERE + ID_WOTC_PHB24_SPELL_DAYLIGHT + ID_WOTC_PHB24_SPELL_FIRE_SHIELD + ID_WOTC_PHB24_SPELL_FLAME_STRIKE
    diff --git a/unearthed-arcana/2016/20160801.xml b/unearthed-arcana/2016/20160801.xml index 1abf9ef98..3ff2729e2 100644 --- a/unearthed-arcana/2016/20160801.xml +++ b/unearthed-arcana/2016/20160801.xml @@ -4,7 +4,7 @@ Unearthed Arcana: The Faithful This month, Unearthed Arcana presents two new options that allow arcane casters to express their faith in the gods. For warlock characters, the Pact of the Seeker defines a bond to a mysterious, inscrutable deity dedicated to gathering knowledge and lore. For wizards, the Theurgy arcane tradition creates a magic-user whose arcane instruction is guided by the teachings of a deity, and who gains the benefits of a divine domain. Wizards of the Coast - + @@ -73,6 +73,16 @@ ID_PHB_SPELL_LOCATE_CREATURE ID_PHB_SPELL_LEGEND_LORE ID_PHB_SPELL_PASSWALL + ID_WOTC_PHB24_SPELL_FEATHER_FALL + ID_WOTC_PHB24_SPELL_JUMP + ID_WOTC_PHB24_SPELL_LEVITATE + ID_WOTC_PHB24_SPELL_LOCATE_OBJECT + ID_WOTC_PHB24_SPELL_CLAIRVOYANCE + ID_WOTC_PHB24_SPELL_SENDING + ID_WOTC_PHB24_SPELL_ARCANE_EYE + ID_WOTC_PHB24_SPELL_LOCATE_CREATURE + ID_WOTC_PHB24_SPELL_LEGEND_LORE + ID_WOTC_PHB24_SPELL_PASSWALL diff --git a/unearthed-arcana/2016/20161219.xml b/unearthed-arcana/2016/20161219.xml index 1c27130b9..eeaacfe30 100644 --- a/unearthed-arcana/2016/20161219.xml +++ b/unearthed-arcana/2016/20161219.xml @@ -4,7 +4,7 @@ Unearthed Arcana: Paladin: Sacred Oaths Paladins have two new Sacred Oath options to ponder in today’s Unearthed Arcana: the Oath of Conquest and the Oath of Treachery. We invite you to read the options' descriptions, make characters with them, and see whether you like them. Next time we’ll provide a survey so that you can let us know what you think. Wizards of the Coast - + @@ -91,7 +91,7 @@ - +

    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 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.
    - +

    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.

    diff --git a/unearthed-arcana/2017/20170213.xml b/unearthed-arcana/2017/20170213.xml index 14d80c1fa..1bdaefb76 100644 --- a/unearthed-arcana/2017/20170213.xml +++ b/unearthed-arcana/2017/20170213.xml @@ -4,7 +4,7 @@ Unearthed Arcana: Warlock and Wizard The warlock and the wizard reach new arcane horizons this week. The warlock receives two playtest options for the Otherworldly Patron feature: the Hexblade and the Raven Queen. That class also gets a collection of playtest options for its Eldritch Invocations feature. Meanwhile, the wizard receives a playtest option for the Arcane Tradition feature: Lore Mastery. Wizards of the Coast - + @@ -88,6 +88,16 @@ ID_PHB_SPELL_LOCATE_CREATURE ID_PHB_SPELL_COMMUNE ID_PHB_SPELL_CONE_OF_COLD + ID_WOTC_PHB24_SPELL_FALSE_LIFE + ID_WOTC_PHB24_SPELL_SANCTUARY + ID_WOTC_PHB24_SPELL_SILENCE + ID_WOTC_PHB24_SPELL_SPIRITUAL_WEAPON + ID_WOTC_PHB24_SPELL_FEIGN_DEATH + ID_WOTC_PHB24_SPELL_SPEAK_WITH_DEAD + ID_WOTC_PHB24_SPELL_ICE_STORM + ID_WOTC_PHB24_SPELL_LOCATE_CREATURE + ID_WOTC_PHB24_SPELL_COMMUNE + ID_WOTC_PHB24_SPELL_CONE_OF_COLD
    @@ -196,7 +206,7 @@ Eldritch Invocation, Pact of the Tome Raven Queen patron, Pact of the Tome feature - ID_WOTC_UA_ARCHETYPE_RAVEN_QUEEN,ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_TOME + ID_WOTC_UA_ARCHETYPE_RAVEN_QUEEN,(ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_TOME||ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_TOME)

    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 @@ Eldritch Invocation The Great Old One patron, Pact of the Blade feature - ID_WOTC_PHB_ARCHETYPE_OTHERWORLDLY_PATRON_THE_GREAT_OLD_ONE,ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE + ID_WOTC_PHB_ARCHETYPE_OTHERWORLDLY_PATRON_THE_GREAT_OLD_ONE,(ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE||ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_BLADE)

    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 @@ Eldritch Invocation The Hexblade patron, Pact of the Blade feature - ID_WOTC_XGTE_ARCHETYPE_HEXBLADE,ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE + ID_WOTC_XGTE_ARCHETYPE_HEXBLADE,(ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE||ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_BLADE)

    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 @@ Eldritch Invocation 5th level, Pact of the Blade feature - [level:5],ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE + [level:5],(ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE||ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_BLADE)

    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 @@ Eldritch Invocation The Fiend patron, Pact of the Blade feature - ID_WOTC_PHB_ARCHETYPE_OTHERWORLDLY_PATRON_FIEND,ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE + ID_WOTC_PHB_ARCHETYPE_OTHERWORLDLY_PATRON_FIEND,(ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE||ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_BLADE)

    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 @@ Eldritch Invocation The Archfey patron, Pact of the Blade feature - ID_WOTC_PHB_ARCHETYPE_OTHERWORLDLY_PATRON_THE_ARCHFEY,ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE + ID_WOTC_PHB_ARCHETYPE_OTHERWORLDLY_PATRON_THE_ARCHFEY,(ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE||ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_BLADE)

    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 @@ Eldritch Invocation 9th level, Pact of the Blade feature - [level:9],ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE + [level:9],(ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE||ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_BLADE)

    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 @@ Eldritch Invocation 15th level, Pact of the Blade feature - [level:15],ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE + [level:15],(ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE||ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_BLADE)

    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 @@ Unearthed Arcana: Wizard Revisited After releasing the 28-page mystic last week, we have a short Unearthed Arcana installment this week: two Arcane Tradition options for the wizard. Wizards of the Coast - + @@ -169,9 +169,7 @@ 9thlegend lore, scrying
    - - - + ID_PHB_SPELL_COMMAND ID_PHB_SPELL_IDENTIFY @@ -282,9 +280,7 @@ 9thmass cure wounds, raise dead
    - - - + ID_PHB_SPELL_BLESS ID_PHB_SPELL_CURE_WOUNDS @@ -510,9 +506,7 @@ 9thinsect plague, tree stride
    - - - + ID_PHB_SPELL_ANIMAL_FRIENDSHIP ID_PHB_SPELL_SPEAK_WITH_ANIMALS @@ -615,9 +609,7 @@ 9thdestructive wave, insect plague
    - - - + ID_PHB_SPELL_FOG_CLOUD ID_PHB_SPELL_THUNDERWAVE @@ -723,9 +715,7 @@ 9thdominate person, modify memory
    - - - + ID_PHB_SPELL_CHARM_PERSON ID_PHB_SPELL_DISGUISE_SELF @@ -829,9 +819,7 @@ 9thflame strike, hold monster
    - - - + ID_PHB_SPELL_DIVINE_FAVOR ID_PHB_SPELL_SHIELD_OF_FAITH @@ -914,7 +902,7 @@ - + @@ -936,9 +924,7 @@ 9thantilife shell, cloudkill
    - - - + ID_PHB_SPELL_FALSE_LIFE ID_PHB_SPELL_RAY_OF_SICKNESS @@ -950,6 +936,16 @@ ID_PHB_SPELL_DEATH_WARD ID_PHB_SPELL_ANTILIFE_SHELL ID_PHB_SPELL_CLOUDKILL + ID_WOTC_PHB24_SPELL_FALSE_LIFE + ID_WOTC_PHB24_SPELL_RAY_OF_SICKNESS + ID_WOTC_PHB24_SPELL_BLINDNESS_DEAFNESS + ID_WOTC_PHB24_SPELL_RAY_OF_ENFEEBLEMENT + ID_WOTC_PHB24_SPELL_ANIMATE_DEAD + ID_WOTC_PHB24_SPELL_VAMPIRIC_TOUCH + ID_WOTC_PHB24_SPELL_BLIGHT + ID_WOTC_PHB24_SPELL_DEATH_WARD + ID_WOTC_PHB24_SPELL_ANTILIFE_SHELL + ID_WOTC_PHB24_SPELL_CLOUDKILL
    @@ -1025,7 +1021,7 @@ - + @@ -1047,9 +1043,7 @@ 9thplanar binding, teleportation circle
    - - - + ID_PHB_SPELL_DETECT_MAGIC ID_PHB_SPELL_MAGIC_MISSILE @@ -1061,6 +1055,16 @@ ID_PHB_SPELL_LEOMUNDS_SECRET_CHEST ID_PHB_SPELL_PLANAR_BINDING ID_PHB_SPELL_TELEPORTATION_CIRCLE + ID_WOTC_PHB24_SPELL_DETECT_MAGIC + ID_WOTC_PHB24_SPELL_MAGIC_MISSILE + ID_WOTC_PHB24_SPELL_MAGIC_WEAPON + ID_WOTC_PHB24_SPELL_NYSTULS_MAGIC_AURA + ID_WOTC_PHB24_SPELL_DISPEL_MAGIC + ID_WOTC_PHB24_SPELL_MAGIC_CIRCLE + ID_WOTC_PHB24_SPELL_ARCANA_EYE + ID_WOTC_PHB24_SPELL_LEOMUNDS_SECRET_CHEST + ID_WOTC_PHB24_SPELL_PLANAR_BINDING + ID_WOTC_PHB24_SPELL_TELEPORTATION_CIRCLE
    @@ -1154,7 +1158,7 @@ - + @@ -1177,9 +1181,7 @@ 9thanimate objects, creation
    - - - + ID_PHB_SPELL_IDENTIFY ID_PHB_SPELL_SEARING_SMITE @@ -1189,8 +1191,18 @@ ID_PHB_SPELL_PROTECTION_FROM_ENERGY ID_PHB_SPELL_FABRICATE ID_PHB_SPELL_WALL_OF_FIRE - ID_PHB_SPELL_ANIMATE_OBJECT + ID_PHB_SPELL_ANIMATE_OBJECTS ID_PHB_SPELL_CREATION + ID_WOTC_PHB24_SPELL_IDENTIFY + ID_WOTC_PHB24_SPELL_SEARING_SMITE + ID_WOTC_PHB24_SPELL_HEAT_METAL + ID_WOTC_PHB24_SPELL_MAGIC_WEAPON + ID_WOTC_PHB24_SPELL_ELEMENTAL_WEAPON + ID_WOTC_PHB24_SPELL_PROTECTION_FROM_ENERGY + ID_WOTC_PHB24_SPELL_FABRICATE + ID_WOTC_PHB24_SPELL_WALL_OF_FIRE + ID_WOTC_PHB24_SPELL_ANIMATE_OBJECTS + ID_WOTC_PHB24_SPELL_CREATION
    @@ -1291,7 +1303,7 @@ - + @@ -1313,9 +1325,7 @@ 9thantilife shell, raise dead
    - - - + ID_PHB_SPELL_BANE ID_PHB_SPELL_FALSE_LIFE @@ -1327,6 +1337,16 @@ ID_PHB_SPELL_DEATH_WARD ID_PHB_SPELL_ANTILIFE_SHELL ID_PHB_SPELL_RAISE_DEAD + ID_WOTC_PHB24_SPELL_BANE + ID_WOTC_PHB24_SPELL_FALSE_LIFE + ID_WOTC_PHB24_SPELL_GENTLE_REPOSE + ID_WOTC_PHB24_SPELL_RAY_OF_ENFEEBLEMENT + ID_WOTC_PHB24_SPELL_REVIVIFY + ID_WOTC_PHB24_SPELL_VAMPIRIC_TOUCH + ID_WOTC_PHB24_SPELL_BLIGHT + ID_WOTC_PHB24_SPELL_DEATH_WARD + ID_WOTC_PHB24_SPELL_ANTILIFE_SHELL + ID_WOTC_PHB24_SPELL_RAISE_DEAD
    @@ -1406,7 +1426,7 @@ - + @@ -1442,6 +1462,10 @@ ID_WOTC_UA20150803_SPELL_SYNCHRONICITY ID_WOTC_UA20150803_SPELL_COMMUNE_WITH_CITY ID_WOTC_UA20150803_SPELL_SHUTDOWN + ID_WOTC_PHB24_SPELL_COMPREHEND_LANGUAGES + ID_WOTC_PHB24_SPELL_HEAT_METAL + ID_WOTC_PHB24_SPELL_LIGHTNING_BOLT + ID_WOTC_PHB24_SPELL_LOCATE_CREATURE @@ -1538,7 +1562,7 @@ - + @@ -1560,9 +1584,7 @@ 9thcommune, dominate person
    - - - + ID_PHB_SPELL_COMMAND ID_PHB_SPELL_HEROISM @@ -1574,6 +1596,16 @@ ID_PHB_SPELL_LOCATE_CREATURE ID_PHB_SPELL_COMMUNE ID_PHB_SPELL_DOMINATE_PERSON + ID_WOTC_PHB24_SPELL_COMMAND + ID_WOTC_PHB24_SPELL_HEROISM + ID_WOTC_PHB24_SPELL_HOLD_PERSON + ID_WOTC_PHB24_SPELL_ZONE_OF_TRUTH + ID_WOTC_PHB24_SPELL_MASS_HEALING_WORD + ID_WOTC_PHB24_SPELL_SLOW + ID_WOTC_PHB24_SPELL_COMPULSION + ID_WOTC_PHB24_SPELL_LOCATE_CREATURE + ID_WOTC_PHB24_SPELL_COMMUNE + ID_WOTC_PHB24_SPELL_DOMINATE_PERSON
    @@ -1643,7 +1675,7 @@ - + @@ -1665,9 +1697,7 @@ 9thantilife shell, wall of force
    - - - + ID_PHB_SPELL_COMPELLED_DUEL ID_PHB_SPELL_PROTECTION_FROM_EVIL_AND_GOOD @@ -1679,6 +1709,16 @@ ID_PHB_SPELL_OTILUKES_RESILIENT_SPHERE ID_PHB_SPELL_ANTILIFE_SHELL ID_PHB_SPELL_WALL_OF_FORCE + ID_WOTC_PHB24_SPELL_COMPELLED_DUEL + ID_WOTC_PHB24_SPELL_PROTECTION_FROM_EVIL_AND_GOOD + ID_WOTC_PHB24_SPELL_AID + ID_WOTC_PHB24_SPELL_PROTECTION_FROM_POISON + ID_WOTC_PHB24_SPELL_PROTECTION_FROM_ENERGY + ID_WOTC_PHB24_SPELL_SLOW + ID_WOTC_PHB24_SPELL_GUARDIAN_OF_FAITH + ID_WOTC_PHB24_SPELL_OTILUKES_RESILIENT_SPHERE + ID_WOTC_PHB24_SPELL_ANTILIFE_SHELL + ID_WOTC_PHB24_SPELL_WALL_OF_FORCE
    @@ -1751,7 +1791,7 @@ - + @@ -1774,9 +1814,7 @@ 9thcommune, dominate person
    - - - + ID_PHB_SPELL_COMMAND ID_PHB_SPELL_HEROISM @@ -1788,6 +1826,16 @@ ID_PHB_SPELL_LOCATE_CREATURE ID_PHB_SPELL_COMMUNE ID_PHB_SPELL_DOMINATE_PERSON + ID_WOTC_PHB24_SPELL_COMMAND + ID_WOTC_PHB24_SPELL_HEROISM + ID_WOTC_PHB24_SPELL_HOLD_PERSON + ID_WOTC_PHB24_SPELL_ZONE_OF_TRUTH + ID_WOTC_PHB24_SPELL_MASS_HEALING_WORD + ID_WOTC_PHB24_SPELL_SLOW + ID_WOTC_PHB24_SPELL_COMPULSION + ID_WOTC_PHB24_SPELL_LOCATE_CREATURE + ID_WOTC_PHB24_SPELL_COMMUNE + ID_WOTC_PHB24_SPELL_DOMINATE_PERSON
    @@ -1874,7 +1922,7 @@ - + @@ -1896,9 +1944,7 @@ 9thdominate person, modify memory
    - - - + ID_PHB_SPELL_BANE ID_PHB_SPELL_DISGUISE_SELF @@ -1910,6 +1956,16 @@ ID_PHB_SPELL_DIMENSION_DOOR ID_PHB_SPELL_DOMINATE_PERSON ID_PHB_SPELL_MODIFY_MEMORY + ID_WOTC_PHB24_SPELL_BANE + ID_WOTC_PHB24_SPELL_DISGUISE_SELF + ID_WOTC_PHB24_SPELL_MIRROR_IMAGE + ID_WOTC_PHB24_SPELL_RAY_OF_ENFEEBLEMENT + ID_WOTC_PHB24_SPELL_BESTOW_CURSE + ID_WOTC_PHB24_SPELL_VAMPIRIC_TOUCH + ID_WOTC_PHB24_SPELL_DEATH_WARD + ID_WOTC_PHB24_SPELL_DIMENSION_DOOR + ID_WOTC_PHB24_SPELL_DOMINATE_PERSON + ID_WOTC_PHB24_SPELL_MODIFY_MEMORY
    @@ -1984,7 +2040,7 @@ - + @@ -2006,9 +2062,7 @@ 9thcircle of power, mass cure wounds
    - - - + ID_PHB_SPELL_BLESS ID_PHB_SPELL_GUIDING_BOLT @@ -2020,6 +2074,16 @@ ID_PHB_SPELL_GUARDIAN_OF_FAITH ID_PHB_SPELL_CIRCLE_OF_POWER ID_PHB_SPELL_MASS_CURE_WOUNDS + ID_WOTC_PHB24_SPELL_BLESS + ID_WOTC_PHB24_SPELL_GUIDING_BOLT + ID_WOTC_PHB24_SPELL_AID + ID_WOTC_PHB24_SPELL_WARDING_BOND + ID_WOTC_PHB24_SPELL_BEACON_OF_HOPE + ID_WOTC_PHB24_SPELL_CRUSADERS_MANTLE + ID_WOTC_PHB24_SPELL_AURA_OF_LIFE + ID_WOTC_PHB24_SPELL_GUARDIAN_OF_FAITH + ID_WOTC_PHB24_SPELL_CIRCLE_OF_POWER + ID_WOTC_PHB24_SPELL_MASS_CURE_WOUNDS
    @@ -2094,7 +2158,7 @@ - + @@ -2130,6 +2194,16 @@ ID_PHB_SPELL_STONESKIN ID_PHB_SPELL_DESTRUCTIVE_WAVE ID_PHB_SPELL_INSECT_PLAGUE + ID_WOTC_PHB24_SPELL_DIVINE_FAVOR + ID_WOTC_PHB24_SPELL_SHIELD_OF_FAITH + ID_WOTC_PHB24_SPELL_ENHANCE_ABILITY + ID_WOTC_PHB24_SPELL_PROTECTION_FROM_POISON + ID_WOTC_PHB24_SPELL_HASTE + ID_WOTC_PHB24_SPELL_PROTECTION_FROM_ENERGY + ID_WOTC_PHB24_SPELL_DOMINATE_BEAST + ID_WOTC_PHB24_SPELL_STONESKIN + ID_WOTC_PHB24_SPELL_DESTRUCTIVE_WAVE + ID_WOTC_PHB24_SPELL_INSECT_PLAGUE @@ -2206,7 +2280,7 @@ - + @@ -2228,9 +2302,7 @@ 9thdestructive wave, flame strike - - - + ID_PHB_SPELL_SEARING_SMITE ID_PHB_SPELL_THUNDEROUS_SMITE @@ -2242,6 +2314,16 @@ ID_PHB_SPELL_FREEDOM_OF_MOVEMENT ID_PHB_SPELL_DESTRUCTIVE_WAVE ID_PHB_SPELL_FLAME_STRIKE + ID_WOTC_PHB24_SPELL_SEARING_SMITE + ID_WOTC_PHB24_SPELL_THUNDEROUS_SMITE + ID_WOTC_PHB24_SPELL_MAGIC_WEAPON + ID_WOTC_PHB24_SPELL_SHATTER + ID_WOTC_PHB24_SPELL_HASTE + ID_WOTC_PHB24_SPELL_FIREBALL + ID_WOTC_PHB24_SPELL_FIRE_SHIELD + ID_WOTC_PHB24_SPELL_FREEDOM_OF_MOVEMENT + ID_WOTC_PHB24_SPELL_DESTRUCTIVE_WAVE + ID_WOTC_PHB24_SPELL_FLAME_STRIKE diff --git a/unearthed-arcana/2019/20190905.xml b/unearthed-arcana/2019/20190905.xml index c6210d20c..cf58a3b78 100644 --- a/unearthed-arcana/2019/20190905.xml +++ b/unearthed-arcana/2019/20190905.xml @@ -2,7 +2,7 @@ Unearthed Arcana: Sorcerer and Warlock - + @@ -201,6 +201,16 @@ ID_PHB_SPELL_EVARDS_BLACK_TENTACLES ID_PHB_SPELL_COMMUNE_WITH_NATURE ID_PHB_SPELL_CONE_OF_COLD + ID_WOTC_PHB24_SPELL_CREATE_OR_DESTROY_WATER + ID_WOTC_PHB24_SPELL_THUNDERWAVE + ID_WOTC_PHB24_SPELL_GUST_OF_WIND + ID_WOTC_PHB24_SPELL_SILENCE + ID_WOTC_PHB24_SPELL_LIGHTNING_BOLT + ID_WOTC_PHB24_SPELL_SLEET_STORM + ID_WOTC_PHB24_SPELL_CONTROL_WATER + ID_WOTC_PHB24_SPELL_EVARDS_BLACK_TENTACLES + ID_WOTC_PHB24_SPELL_COMMUNE_WITH_NATURE + ID_WOTC_PHB24_SPELL_CONE_OF_COLD diff --git a/unearthed-arcana/2020/20200114.xml b/unearthed-arcana/2020/20200114.xml index 77b7a1bfe..93c9f8508 100644 --- a/unearthed-arcana/2020/20200114.xml +++ b/unearthed-arcana/2020/20200114.xml @@ -2,7 +2,7 @@ Unearthed Arcana: Subclasses, Part 1 - + @@ -427,6 +427,16 @@ ID_PHB_SPELL_PHANTASMAL_KILLER ID_PHB_SPELL_BIGBYS_HAND ID_PHB_SPELL_CREATION + ID_WOTC_PHB24_SPELL_FOG_CLOUD + ID_WOTC_PHB24_SPELL_SLEEP + ID_WOTC_PHB24_SPELL_ENLARGE_REDUCE + ID_WOTC_PHB24_SPELL_PHANTASMAL_FORCE + ID_WOTC_PHB24_SPELL_CREATE_FOOD_AND_WATER + ID_WOTC_PHB24_SPELL_PROTECTION_FROM_ENERGY + ID_WOTC_PHB24_SPELL_POLYMORPH + ID_WOTC_PHB24_SPELL_PHANTASMAL_KILLER + ID_WOTC_PHB24_SPELL_BIGBYS_HAND + ID_WOTC_PHB24_SPELL_CREATION diff --git a/unearthed-arcana/2020/20200512.xml b/unearthed-arcana/2020/20200512.xml index 6ac0629fd..7af5dab12 100644 --- a/unearthed-arcana/2020/20200512.xml +++ b/unearthed-arcana/2020/20200512.xml @@ -2,7 +2,7 @@ Unearthed Arcana: Subclasses Revisited - + @@ -202,6 +202,12 @@ ID_PHB_SPELL_PHANTASMAL_KILLER ID_PHB_SPELL_CREATION ID_PHB_SPELL_WISH + ID_WOTC_PHB24_SPELL_DETECT_EVIL_AND_GOOD + ID_WOTC_PHB24_SPELL_PHANTASMAL_FORCE + ID_WOTC_PHB24_SPELL_CREATE_FOOD_AND_WATER + ID_WOTC_PHB24_SPELL_PHANTASMAL_KILLER + ID_WOTC_PHB24_SPELL_CREATION + ID_WOTC_PHB24_SPELL_WISH @@ -217,6 +223,11 @@ ID_PHB_SPELL_MELD_INTO_STONE ID_PHB_SPELL_STONE_SHAPE ID_PHB_SPELL_WALL_OF_STONE + ID_WOTC_PHB24_SPELL_SANCTUARY + ID_WOTC_PHB24_SPELL_SPIKE_GROWTH + ID_WOTC_PHB24_SPELL_MELD_INTO_STONE + ID_WOTC_PHB24_SPELL_STONE_SHAPE + ID_WOTC_PHB24_SPELL_WALL_OF_STONE @@ -226,6 +237,11 @@ ID_PHB_SPELL_WIND_WALL ID_PHB_SPELL_GREATER_INVISIBILITY ID_PHB_SPELL_SEEMING + ID_WOTC_PHB24_SPELL_THUNDERWAVE + ID_WOTC_PHB24_SPELL_GUST_OF_WIND + ID_WOTC_PHB24_SPELL_WIND_WALL + ID_WOTC_PHB24_SPELL_GREATER_INVISIBILITY + ID_WOTC_PHB24_SPELL_SEEMING @@ -235,6 +251,11 @@ ID_PHB_SPELL_FIREBALL ID_PHB_SPELL_FIRE_SHIELD ID_PHB_SPELL_FLAME_STRIKE + ID_WOTC_PHB24_SPELL_BURNING_HANDS + ID_WOTC_PHB24_SPELL_SCORCHING_RAY + ID_WOTC_PHB24_SPELL_FIREBALL + ID_WOTC_PHB24_SPELL_FIRE_SHIELD + ID_WOTC_PHB24_SPELL_FLAME_STRIKE @@ -244,6 +265,11 @@ ID_PHB_SPELL_SLEET_STORM ID_PHB_SPELL_CONTROL_WATER ID_PHB_SPELL_CONE_OF_COLD + ID_WOTC_PHB24_SPELL_FOG_CLOUD + ID_WOTC_PHB24_SPELL_BLUR + ID_WOTC_PHB24_SPELL_SLEET_STORM + ID_WOTC_PHB24_SPELL_CONTROL_WATER + ID_WOTC_PHB24_SPELL_CONE_OF_COLD diff --git a/unearthed-arcana/2020/20200805.xml b/unearthed-arcana/2020/20200805.xml index e972472c9..f5dd3e3be 100644 --- a/unearthed-arcana/2020/20200805.xml +++ b/unearthed-arcana/2020/20200805.xml @@ -2,7 +2,7 @@ Unearthed Arcana: Subclasses, Part 4 - + @@ -167,6 +167,16 @@ ID_PHB_SPELL_GREATER_INVISIBILITY ID_PHB_SPELL_ANTILIFE_SHELL ID_PHB_SPELL_CLOUDKILL + ID_WOTC_PHB24_SPELL_BANE + ID_WOTC_PHB24_SPELL_FALSE_LIFE + ID_WOTC_PHB24_SPELL_BLINDNESS_DEAFNESS + ID_WOTC_PHB24_SPELL_PHANTASMAL_FORCE + ID_WOTC_PHB24_SPELL_SPEAK_WITH_DEAD + ID_WOTC_PHB24_SPELL_PHANTOM_STEED + ID_WOTC_PHB24_SPELL_DEATH_WARD + ID_WOTC_PHB24_SPELL_GREATER_INVISIBILITY + ID_WOTC_PHB24_SPELL_ANTILIFE_SHELL + ID_WOTC_PHB24_SPELL_CLOUDKILL diff --git a/unearthed-arcana/2021/20210608.xml b/unearthed-arcana/2021/20210608.xml index 19fcefe8c..5b830c069 100644 --- a/unearthed-arcana/2021/20210608.xml +++ b/unearthed-arcana/2021/20210608.xml @@ -2,7 +2,7 @@ Unearthed Arcana: Mages of Strixhaven - + @@ -911,9 +911,11 @@ ID_PHB_SPELL_SACRED_FLAME + ID_WOTC_PHB24_SPELL_SACRED_FLAME - + + @@ -945,9 +949,11 @@ ID_PHB_SPELL_DARKNESS + ID_WOTC_PHB24_SPELL_DARKNESS - + +
    @@ -1015,9 +1023,11 @@ ID_PHB_SPELL_VICIOUS_MOCKERY + ID_WOTC_PHB24_SPELL_VICIOUS_MOCKERY - + + @@ -1190,14 +1202,12 @@ - When the target of your Silvery Barbs fails an attack roll, an ability check, or a saving throw because of the reroll, you can invoke a word of despair to give the target vulnerability to one damage type of your choice until the start of your next turn. - diff --git a/unearthed-arcana/2022/20220523.xml b/unearthed-arcana/2022/20220523.xml index cfb20018f..62de2b4a0 100644 --- a/unearthed-arcana/2022/20220523.xml +++ b/unearthed-arcana/2022/20220523.xml @@ -2,7 +2,7 @@ Unearthed Arcana: Giant Options - + @@ -54,7 +54,8 @@ +