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All-Content - Orcbrew 2

This document describes several feats from the Unearthed Arcana: Feats for Races publication. It provides the name, ability score increases, prerequisites, and effects of feats like Orcish Fury, Dragon Wings, Bountiful Luck, and Prodigy.

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flynnjones1206
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0% found this document useful (0 votes)
297 views260 pages

All-Content - Orcbrew 2

This document describes several feats from the Unearthed Arcana: Feats for Races publication. It provides the name, ability score increases, prerequisites, and effects of feats like Orcish Fury, Dragon Wings, Bountiful Luck, and Prodigy.

Uploaded by

flynnjones1206
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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{"UA - Feats for Races" {:orcpub.dnd.

e5/feats {:orcish-fury {:ability-increases


#{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con}, :prereqs
#{}, :option-pack "UA - Feats for Races", :name "Orcish Fury", :path-prereqs {:race
{:half-orc true}}, :description "Your fury burns tirelessly. You gain the following
benefits:\n • Increase your Strength or Constitution score by 1, up to a maximum
of 20.\n • When you hit with an attack made with a simple or martial weapon, you
can roll one of the weapon's damage dice an additional time and add it as extra
damage of the weapon's damage type. Once you use this ability, you can't use it
again until you finish a short or long rest.\n • Immediately after you use your
Relentless Endurance trait, you can use your reaction to make one weapon
attack.", :key :orcish-fury, :disabled? false}, :human-determination {:ability-
increases #{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/con
:orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :name
"Human Determination", :option-pack "UA - Feats for Races", :path-prereqs {:race
{:human-mark-of-making- true, :human-mark-of-handling true, :human-mark-of-
sentinel- true, :human true, :human-mark-of-making true, :human-mark-of-passage
true, :human-mark-of-passage- true, :human-mark-of-sentinel true, :human-mark-of-
handling- true}}, :description "You are filled with a determination that can draw
the unreachable within your reach. You gain the following benefits:\n • Increase
one ability score of your choice by 1, to a maximum of 20.\n • When you make an
attack roll, an ability check, or a saving throw, you can do so with advantage.
Once you use this ability, you can't use it again until you finish a short or long
rest.", :key :human-determination}, :dragon-wings {:ability-increases #{}, :prereqs
#{}, :name "Dragon Wings", :option-pack "UA - Feats for Races", :description "You
sprout draconic wings. With your wings, you have a flying speed of 20 feet if you
aren't wearing heavy armor and aren't exceeding your carrying capacity.", :path-
prereqs {:race {:dragonborn true}}, :key :dragon-wings}, :critter-friend-
prerequisite-forest-subrace- {:ability-increases #{}, :prereqs #{}, :path-prereqs
{:race {:gnome true}}, :name "Critter Friend (Prerequisite: Forest
subrace)", :option-pack "UA - Feats for Races", :description "Your friendship with
animals mystically deepens. You gain the following benefits:\n • You gain
proficiency in the Animal Handling skill. If you're already proficient in it, your
proficiency bonus is doubled for any check you make with it.\n • You learn the
speak with animals spell and can cast it at will, without expending a spell slot.
You also learn the animal friendship spell, and you can cast it once with this
feat, without expending a spell slot. You regain the ability to cast it in this way
when you finish a long rest. Intelligence is your spellcasting ability for these
spells.", :props {:skill-prof-or-expertise {:animal-handling true}}, :key :critter-
friend-prerequisite-forest-subrace-}, :bountiful-luck {:ability-increases
#{}, :prereqs #{}, :name "Bountiful Luck", :option-pack "UA - Feats for
Races", :description "Whenever an ally you can see within 30 feet of you rolls a 1
on the d20 for an attack roll, an ability check, or a saving throw, you can use
your reaction to let the ally reroll the die. The ally must use the new
roll.", :path-prereqs {:race {:halfling true}}, :key :bountiful-luck, :disabled?
false}, :wonder-maker-prerequisite-rock-gnome-subrace- {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int}, :prereqs
#{}, :option-pack "UA - Feats for Races", :name "Wonder Maker (Prerequisite: Rock
gnome subrace)", :path-prereqs {:race {:gnome true}}, :description "You master the
tinker techniques of your people. You gain the following benefits:\n • Increase
your Dexterity or Intelligence score by 1, to a maximum of 20.\n • When you make
a check using your proficiency with tinker's tools, you add double your proficiency
bonus to the check.\n • When you make a device with your Tinker trait, you have
the following additional options for what you make:\nAlarm. This device senses when
a creature moves to within 15 feet of it without speaking aloud a password chosen
when you create it. One round after a creature moves into range, the alarm makes a
shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.\n
Calculator. This device makes doing sums easy.\n Lifter. This device can be used
as a block and tackle, allowing its user to hoist five times the weight the user
can normally lift.\n Timekeeper. This pocket watch keeps accurate time.\n
Weather Sensor. When used as an action, this device predicts weather conditions in
a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain,
or snow) for each hour.", :key :wonder-maker-prerequisite-rock-gnome-
subrace-}, :everybodys-friend {:ability-increases
#{:orcpub.dnd.e5.character/cha}, :prereqs #{}, :name "Everybody's Friend", :path-
prereqs {:race {:half-elf true, :half-elf-mark-of-detection- true, :half-elf-mark-
of-storm- true, :half-elf-mark-of-detection true, :half-elf-mark-of-storm
true}}, :option-pack "UA - Feats for Races", :description "You develop your
magnetic personality to ease your way through the world. You gain the following
benefits:\n • Increase your Charisma score by 1, up to a maximum of 20.\n • You
gain proficiency in the Deception and Persuasion skills. If you're already
proficient in either skill, your proficiency bonus is doubled for any check you
make with that skill.", :props {:skill-prof-or-expertise {:deception
true, :persuasion true}}, :key :everybodys-friend}, :barbed-hide {:ability-
increases #{:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/cha}, :prereqs
#{}, :name "Barbed Hide", :option-pack "UA - Feats for Races", :description "One of
your ancestors was a barbed devil or other spiky fiend.Barbs protrude from your
head. You gain the following benefits:\n • Increase your Constitution or Charisma
score by 1, up to a maximum of 20.\n • As a bonus action, you can cause small
barbs to protrude all over your body or cause them to retract. At the start of each
of your turns while the barbs are out, you deal 1d6 piercing damage to any creature
grappling you or any creature grappled by you.\n • You gain proficiency in the
Intimidation skill. If you're already proficient in it, your proficiency bonus is
doubled for any check you make with it.", :path-prereqs {:race {:tiefling
true, :tiefling-mtof-variant- true, :tiefling-scag-non-winged-variant-
true, :tiefling-scag-winged-variant- true, :tiefling-eberron-variant-
false}}, :props {:skill-prof-or-expertise {:intimidation true}}, :key :barbed-
hide}, :fey-teleportation-prerequisite-high-elf-subrace- {:description "Drawing on
your fey ancestry, you have learned how to teleport. You gain the following
benefits:\n • Increase your Intelligence score by 1, to a maximum of 20.\n •
You learn the misty step spell and can cast it once without expending a spell slot.
You regain the ability to cast it in this way when you finish a short or long rest.
Intelligence is your spellcasting ability for this spell.", :path-prereqs {:race
{:elf true}}, :prereqs #{}, :key :fey-teleportation-prerequisite-high-elf-subrace-,
:name "Fey Teleportation (Prerequisite: High elf subrace)", :option-pack "UA -
Feats for Races", :ability-increases #{:orcpub.dnd.e5.character/int}, :disabled?
false, :props {:language-choice 1}}, :prodigy {:description "You have a knack for
learning new things. You gain the following benefits:\n • Increase one ability
score of your choice by 1, to a maximum of 20.\n • You gain one skill proficiency
of your choice, one tool proficiency of your choice, and fluency in one language of
your choice.", :path-prereqs {:race {:half-elf-mark-of-detection- true, :human-
mark-of-making- true, :half-orc false, :human-mark-of-sentinel- true, :half-elf-
mark-of-storm- true, :human true, :human-mark-of-finding- true, :human-mark-of-
passage- true, :human-mark-of-handling- true, :half-elf true}}, :prereqs
#{}, :key :prodigy, :name "Prodigy", :option-pack "UA - Feats for Races", :ability-
increases #{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/con
:orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :disabled?
false, :props {:language-choice 1, :skill-tool-choice 2}}, :dragon-fear {:ability-
increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/cha}, :prereqs
#{}, :option-pack "UA - Feats for Races", :name "Dragon Fear", :description "When
angered, you radiate menace. You gain the following benefits:\n • Increase your
Strength or Charisma score by 1, up to a maximum of 20.\n • Instead of exhaling
destructive energy, you can roar and expend a use of your breath weapon to force
each creature of your choice within 30 feet of you to make a Wisdom saving throw
(DC 8 + your proficiency bonus + your Charisma modifier). A target automatically
succeeds if it can't hear or see you. On a failed save, a target becomes frightened
for 1 minute. If the frightened target takes any damage, it can repeat the saving
throw, ending the effect on itself on a success.", :path-prereqs {:race
{:dragonborn true}}, :key :dragon-fear, :disabled? false}, :second-chance
{:ability-increases #{:orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/cha}, :prereqs #{}, :name
"Second Chance", :option-pack "UA - Feats for Races", :description "Fortune favors
you. You gain the following benefits:\n • Increase your Dexterity, Constitution,
or Charisma score by 1, to a maximum of 20.\n • When a creature you can see hits
you with an attack roll, you
can use your reaction to force that creature to reroll. Once you use this ability,
you can't do so again until you finish a short or long rest.", :path-prereqs {:race
{:halfling true}}, :key :second-chance, :disabled? false}, :squat-nimbleness
{:description "You are uncommonly nimble for your race. You gain the following
benefits:\n • Increase your Strength or Dexterity score by 1, to a maximum of
20.\n • Increase your walking speed by 5 feet.\n • You gain proficiency in the
Acrobatics or Athletics skill. If you're already proficient in the skill, your
proficiency bonus is doubled for any check you make with it.", :path-prereqs {:race
{:halfling true, :dwarf true, :genasi false, :gnome true, :grung true, :muriidan
true}}, :prereqs #{}, :key :squat-nimbleness, :name "Squat Nimbleness", :option-
pack "UA - Feats for Races", :ability-increases
#{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :disabled?
false, :props {:speed 5, :skill-prof-or-expertise {:acrobatics false}}}, :wood-elf-
magic-prerequisite-wood-elf-subrace- {:description "You learn the magic of the
primeval woods. You learn one druid cantrip of your choice. You also learn
longstrider and pass without trace, each of which you can cast once without
expending a spell slot. You regain the ability to cast the spell in this way when
you finish a long rest. Wisdom is your spellcasting ability for these
spells.", :path-prereqs {:race {:elf true}}, :prereqs #{}, :key :wood-elf-magic-
prerequisite-wood-elf-subrace-, :name "Wood Elf Magic (Prerequisite: Wood elf
subrace)", :option-pack "UA - Feats for Races", :ability-increases #{}, :disabled?
false, :props {:magic-novice false}}, :grudge-bearer {:ability-increases
#{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/wis}, :prereqs #{}, :name
"Grudge-Bearer", :option-pack "UA - Feats for Races", :description "You have a deep
hatred for a particular kind of creature. Choose your foes, a type of creature to
bear the burden of your wrath: aberrations, beasts, celestials, constructs,
dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.
Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You
gain the following benefits:\n • Increase your Strength, Constitution, or Wisdom
score by 1, to a maximum of 20.\n • During the first round of any combat against
your chosen foes, your attack rolls against any of them have advantage.\n • When
any of your chosen foes makes an opportunity attack against you, it makes the
attack roll with disadvantage.\n • Whenever you make an Intelligence (Arcana,
History, Nature, or Religion) check to recall information about your chosen foes,
you add double your proficiency bonus to the check, even if you're not normally
proficient.", :path-prereqs {:race {:dwarf true}}, :key :grudge-bearer}, :flames-
of-phlegethos {:ability-increases
#{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :prereqs #{}, :name
"Flames of Phlegethos", :option-pack "UA - Feats for Races", :description "You
learn to call on hellfire to serve your commands. You gain the following benefits:\
n • Increase your Intelligence or Charisma score by 1, to a maximum of 20.\n •
When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the
fire damage dice, but you must use the new roll, even if it is another 1.\n •
Whenever you cast a spell that deals fire damage, you can cause flames to wreathe
you until the end of your next turn. The flames don't harm you or your possessions,
and they shed bright light out to 30 feet and dim light for an additional 30 feet.
While the flames are present, any creature within 5 feet of you that hits you with
a melee attack takes 1d4 fire damage.", :key :flames-of-phlegethos, :path-prereqs
{:race {:tiefling true, :tiefling-mtof-variant- true, :tiefling-scag-non-winged-
variant- true, :tiefling-scag-winged-variant- true}}, :disabled? false}, :infernal-
constitution {:description "Fiendish blood runs strong in you. You gain the
following benefits:\n • Increase your Constitution score by 1, up to a maximum of
20.\n • You have resistance to cold and poison damage.\n • You have advantage
on saving throws against being poisoned.", :path-prereqs {:race {:tiefling
true, :tiefling-mtof-variant- true, :tiefling-scag-non-winged-variant-
true, :tiefling-scag-winged-variant- true}}, :prereqs #{}, :key :infernal-
constitution, :name "Infernal Constitution", :option-pack "UA - Feats for
Races", :ability-increases #{:orcpub.dnd.e5.character/con}, :disabled?
false, :props {:damage-resistance {:cold true, :poison true}}}, :elven-accuracy
{:ability-increases #{:orcpub.dnd.e5.character/dex}, :prereqs #{}, :name "Elven
Accuracy", :path-prereqs {:race {:elf true, :half-elf true, :half-elf-mark-of-
detection- true, :half-elf-mark-of-storm- true}}, :option-pack "UA - Feats for
Races", :description "You have uncanny aim. You gain the following benefits:\n •
Increase your Dexterity score by 1, to a maximum of 20.\n • Whenever you have
advantage on an attack roll, you can reroll one of the dice once.", :key :elven-
accuracy, :disabled? false}, :dragon-hide {:ability-increases
#{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/cha}, :prereqs #{}, :name
"Dragon Hide", :option-pack "UA - Feats for Races", :path-prereqs {:race
{:dragonborn true}}, :description "You inherited the might and majesty of your
dragon ancestors. You gain the following benefits:\n • Increase your Strength or
Charisma score by 1, up to a maximum of 20.\n • You grow retractable claws from
the tips of your fingers. Extending or retracting the claws requires no action. The
claws are natural weapons, which you can use to make unarmed strikes. If you hit
with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead
of the bludgeoning damage normal for an unarmed strike.\n • Your scales harden;
you gain a +1 bonus to AC while you aren't wearing armor.", :key :dragon-
hide, :disabled? false}, :orcish-aggression {:ability-increases #{}, :prereqs
#{}, :option-pack "UA - Feats for Races", :name "Orcish Aggression", :description
"As a bonus action, you can move up to your speed toward an enemy of your choice
that you can see or hear. You must end this move closer to the enemy than you
started.", :path-prereqs {:race {:half-orc true, :half-orc-mark-of-finding-
true, :half-orc-mark-of-finding true}}, :key :orcish-aggression}, :dwarf-resilience
{:ability-increases #{:orcpub.dnd.e5.character/con}, :prereqs #{}, :name "Dwarf
Resilience", :option-pack "UA - Feats for Races", :description "You have the blood
of dwarf heroes flowing through your veins. You gain the following benefits:\n •
Increase your Constitution score by 1, to a maximum of 20.\n • Whenever you take
the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the
die, add your Constitution modifier, and regain a number of hit points equal to the
total (minimum of 1).", :path-prereqs {:race {:dwarf true}}, :key :dwarf-
resilience}, :fade-away {:ability-increases
#{:orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "UA - Feats for Races",
:name "Fade Away", :description "You can draw on your magical heritage to escape
danger. You gain the following benefits:\n • Increase your Intelligence score by
1, up to a maximum of 20.\n • When you take damage, you can use a reaction to
magically become invisible until the end of your next turn or until you attack,
deal damage, or force someone to make a saving throw. Once you use this ability,
you can't do so again until you finish a short or long rest.", :path-prereqs {:race
{:gnome true}}, :key :fade-away, :disabled? false}, :drow-high-magic-prerequisite-
drow-subrace- {:ability-increases #{}, :prereqs #{}, :name "Drow High Magic
(Prerequisite: Drow subrace)", :option-pack "UA - Feats for Races", :description
"You learn more of the spells typical for your people. You learn detect magic and
can cast it at will, without expending a spell slot. You also learn levitate and
dispel magic, each of which you can cast once without expending a spell slot. You
regain the ability to cast the spell in this way when you finish a long rest.
Charisma is your spellcasting ability for these spells.", :key :drow-high-magic-
prerequisite-drow-subrace-, :path-prereqs {:race {:elf true}}, :disabled? false}}},
"UA - Subclasses Revisited" {:orcpub.dnd.e5/subclasses {:phantom
{:class :rogue, :traits [{:level 3, :description "Echoes of those who have died
begin to cling to you. Whenever you finish a short or long rest, you can gain one
skill or tool proficiency of your choice, as a ghostly presence shares its
knowledge with you. This proficiency lasts until you use this feature
again.", :name "Whispers of the Dead"} {:level 3, :description "As you nudge
someone closer to the grave, you can cause deathly wails to be heard near them.
Immediately after you deal your Sneak Attack damage to a creature on your turn, you
can target a second creature that you can see within 30 feet of the first creature.
Roll half the number of Sneak Attack dice for your level (round up), and the second
creature takes psychic damage equal to the roll's total, as wails of the dead sound
around them for a moment.\n You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended uses when you finish a long
rest.", :name "Wails of the Grave"} {:level 9, :description "When a life ends in
your presence, you're able to snatch a token from the departing soul, a sliver of
its life essence that takes physical form: as a reaction when a creature you can
see dies within 30 feet of you, you open your free hand and a Tiny trinket appears
there, a soul trinket. The DM chooses the trinket's form or has you roll on the
Trinkets table in the Player's Handbook to determine it.\n While
the soul trinket is on your person, you have advantage on death saving throws and
Constitution saving throws, as your vitality is enhanced by the life essence within
the object.\n You can have a maximum number of soul trinkets equal to your
proficiency bonus, and you can't create one while at your maximum.", :name "Tokens
of the Departed", :type :reaction} {:description "As an action, you can destroy one
of your soul trinkets, no matter where it's located. When you do so, you can ask
the spirit associated with the trinket one question. The spirit appears to you and
answers in a language it knew in life. It's under no obligation to be truthful, and
it answers as concisely as possible, eager to be free.", :level
9, :type :action, :name "Tokens of the Departed, continued"} {:level 13, :name
"Ghost Walk", :description "You can now phase partially into the realm of the dead,
becoming like a ghost. As a bonus action, you assume a spectral form. While in this
form, you have a flying speed of 10 feet, you can hover, and attack rolls have
disadvantage against you. You can also move through creatures and objects as if
they were difficult terrain, but you take 1d10 force damage if you end your turn
inside a creature or an object.\n You stay in this form for 10 minutes or until
you end it as a bonus action. To use this feature again, you must finish a long
rest or destroy one of your soul trinkets as part of the bonus action you use to
activate Ghost Walk.", :type :b-action} {:level 17, :name "Death
Knell", :description "When you use your Wails from the Grave feature, you can now
deal the psychic damage to both the first and the second creature."}], :level-
modifiers [], :option-pack "UA - Subclasses Revisited", :name
"Phantom", :key :phantom, :level-selections [{:type :whispers-of-the-dead, :level
3}]}, :the-genie-dao {:class :warlock, :traits [{:name "Genie's
Vessel", :description "Your patron gifts you a magical vessel that grants you a
measure of the genie's power. The vessel is a Tiny object, and you can use it as a
spellcasting focus for your warlock spells. You decide what the object is, or you
can determine what it is randomly by rolling on the Genie's Vessel table.\n\
nGENIE'S VESSEL\n1d6 Vessel\n 1 Oil
lamp\n 2 Urn\n 3 Ring with a compartment\n 4
Stoppered bottle\n 5 Hollow statuette\n 6
Ornate lantern\n\n The vessel's AC equals your spell save DC. Its hit points
equal your warlock level plus your proficiency bonus, and it is immune to poison
and psychic damage.\n If the vessel is destroyed or you lose it, you can perform
a 1-hour ceremony to receive a replacement from your patron. This ceremony can be
performed during a short or long rest, and the previous vessel is destroyed if it
still exists. The vessel vanishes in a flare of elemental power when you die.\n
While you are touching the vessel, you can use it in the following ways:"}
{:description "As an action, you can magically vanish and enter your vessel, which
remains in the space you left. The interior of the vessel is an extradimensional
space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your
vessel. The interior is comfortably appointed with cushions and low tables and is a
comfortable temperature. While inside, you can hear the area around your vessel as
if you were in its space. You can remain inside the vessel up to a number of hours
equal to twice your proficiency bonus. You exit the vessel early if you use a bonus
action to leave, if you die, or if the vessel is destroyed. When you exit the
vessel, you appear in the unoccupied space closest to it. Any objects left in the
vessel remain there until carried out, and if the vessel is destroyed, every object
stored there harmlessly appears in the unoccupied spaces closest to the vessel's
former space. Once you enter the vessel, you can't enter again until you finish a
long rest.", :name "Genie's Vessel: Bottled Respite", :type :action} {:description
"Once during each of your turns when you hit with an attack roll, you can deal
extra bludgeoning damage to the target equal to your proficiency bonus. The type of
this damage is determined by your patron.", :name "Genie's Vessel: Genie's Wrath"}
{:level 6, :description "You begin to take on characteristics of your patron's
kind. You now have resistance to bludgeoning damage.\n In addition, as a bonus
action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes,
during which you can hover. You can use this bonus action a number of times equal
to your proficiency bonus, and you regain all expended uses when you finish a long
rest.", :name "Elemental Gift", :type :b-action} {:level 10, :description "When you
enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to
five willing creatures that you can see within 30 feet of you, and the chosen
creatures are drawn into the vessel with you.\n As a bonus action, you can eject
any number of creatures from the vessel, and everyone is ejected if you leave or
the vessel is destroyed.\n In addition, anyone (including you) who remains within
the vessel for at least 10 minutes gains the benefit of finishing a short rest, and
anyone can add your proficiency bonus to the number of hit points they regain if
they spend any Hit Dice as part of a short rest there.", :name "Sanctuary
Vessel", :type :b-action} {:level 14, :description "You entreat your patron to
grant you a small wish. As an action, you can speak your desire to your Genie's
Vessel, requesting the effect of one spell that is 6th level or lower and has a
casting time of 1 action. The spell can be from any class's spell list, and you
don't need to meet the requirements in that spell, including costly components; the
spell simply takes effect as part of this action.\n Once you use this feature,
you can't use it again until you finish 1d4 long rests.", :name "Limited
Wish", :type :action}], :level-modifiers [{:type :spell, :value {:level 9, :ability
:orcpub.dnd.e5.character/cha, :key :wish}, :level 14} {:type :damage-
resistance, :level 6, :value :bludgeoning}], :option-pack "UA - Subclasses
Revisited", :name "The Genie: Dao", :warlock-spells {1 {0 :detect-evil-and-good,
1 :sanctuary}, 2 {0 :phantasmal-force, 1 :spike-growth}, 3 {0 :create-food-and-
water, 1 :meld-into-stone}, 4 {0 :phantasmal-killer, 1 :stone-shape}, 5
{0 :creation, 1 :wall-of-stone}}, :key :the-genie-dao}, :the-genie-djinni
{:class :warlock, :traits [{:name "Genie's Vessel", :description "Your patron gifts
you a magical vessel that grants you a measure of the genie's power. The vessel is
a Tiny object, and you can use it as a spellcasting focus for your warlock spells.
You decide what the object is, or you can determine what it is randomly by rolling
on the Genie's Vessel table.\n\nGENIE'S VESSEL\n1d6 Vessel\n 1
Oil lamp\n 2 Urn\n 3 Ring with a compartment\n
4 Stoppered bottle\n 5 Hollow statuette\n 6
Ornate lantern\n\n The vessel's AC equals your spell save DC. Its hit points
equal your warlock level plus your proficiency bonus, and it is immune to poison
and psychic damage.\n If the vessel is destroyed or you lose it, you can perform
a 1-hour ceremony to receive a replacement from your patron. This ceremony can be
performed during a short or long rest, and the previous vessel is destroyed if it
still exists. The vessel vanishes in a flare of elemental power when you die.\n
While you are touching the vessel, you can use it in the following ways:"}
{:description "As an action, you can magically vanish and enter your vessel, which
remains in the space you left. The interior of the vessel is an extradimensional
space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your
vessel. The interior is comfortably appointed with cushions and low tables and is a
comfortable temperature. While inside, you can hear the area around your vessel as
if you were in its space. You can remain inside the vessel up to a number of hours
equal to twice your proficiency bonus. You exit the vessel early if you use a bonus
action to leave, if you die, or if the vessel is destroyed. When you exit the
vessel, you appear in the unoccupied space closest to it. Any objects left in the
vessel remain there until carried out, and if the vessel is destroyed, every object
stored there harmlessly appears in the unoccupied spaces closest to the vessel's
former space. Once you enter the vessel, you can't enter again until you finish a
long rest.", :name "Genie's Vessel: Bottled Respite", :type :action} {:description
"Once during each of your turns when you hit with an attack roll, you can deal
extra thunder damage to the target equal to your proficiency bonus.", :name
"Genie's Vessel: Genie's Wrath"} {:level 6, :description "You begin to take on
characteristics of your patron's kind. You now have resistance to thunder damage.\n
In addition, as a bonus action, you can give yourself a flying speed of 30 feet
that lasts for 10 minutes, during which you can hover. You can use this bonus
action a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.", :name "Elemental Gift", :type :b-
action} {:level 10, :description "When you enter your Genie's Vessel via the
Bottled Respite feature, you can now choose up to five willing creatures that you
can see within 30 feet of you, and the chosen creatures are drawn into the vessel
with you.\n As a bonus action, you can eject any number of creatures from the
vessel, and everyone is ejected if you leave or the vessel is destroyed.\n In
addition, anyone (including you) who
remains within the vessel for at least 10 minutes gains the benefit of finishing a
short rest, and anyone can add your proficiency bonus to the number of hit points
they regain if they spend any Hit Dice as part of a short rest there.", :name
"Sanctuary Vessel", :type :b-action} {:level 14, :description "You entreat your
patron to grant you a small wish. As an action, you can speak your desire to your
Genie's Vessel, requesting the effect of one spell that is 6th level or lower and
has a casting time of 1 action. The spell can be from any class's spell list, and
you don't need to meet the requirements in that spell, including costly components;
the spell simply takes effect as part of this action.\n Once you use this
feature, you can't use it again until you finish 1d4 long rests.", :name "Limited
Wish", :type :action}], :level-modifiers [{:type :spell, :value {:level 9, :ability
:orcpub.dnd.e5.character/cha, :key :wish}, :level 14} {:type :damage-
resistance, :level 6, :value :thunder}], :option-pack "UA - Subclasses
Revisited", :name "The Genie: Djinni", :warlock-spells {1 {0 :detect-evil-and-good,
1 :thunderwave}, 2 {0 :phantasmal-force, 1 :gust-of-wind}, 3 {0 :create-food-and-
water, 1 :wind-wall}, 4 {0 :phantasmal-killer, 1 :greater-invisibility}, 5
{0 :creation, 1 :seeming}}, :key :the-genie-djinni}, :the-genie-efreeti
{:class :warlock, :traits [{:name "Genie's Vessel", :description "Your patron gifts
you a magical vessel that grants you a measure of the genie's power. The vessel is
a Tiny object, and you can use it as a spellcasting focus for your warlock spells.
You decide what the object is, or you can determine what it is randomly by rolling
on the Genie's Vessel table.\n\nGENIE'S VESSEL\n1d6 Vessel\n 1
Oil lamp\n 2 Urn\n 3 Ring with a compartment\n
4 Stoppered bottle\n 5 Hollow statuette\n 6
Ornate lantern\n\n The vessel's AC equals your spell save DC. Its hit points
equal your warlock level plus your proficiency bonus, and it is immune to poison
and psychic damage.\n If the vessel is destroyed or you lose it, you can perform
a 1-hour ceremony to receive a replacement from your patron. This ceremony can be
performed during a short or long rest, and the previous vessel is destroyed if it
still exists. The vessel vanishes in a flare of elemental power when you die.\n
While you are touching the vessel, you can use it in the following ways:"}
{:description "As an action, you can magically vanish and enter your vessel, which
remains in the space you left. The interior of the vessel is an extradimensional
space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your
vessel. The interior is comfortably appointed with cushions and low tables and is a
comfortable temperature. While inside, you can hear the area around your vessel as
if you were in its space. You can remain inside the vessel up to a number of hours
equal to twice your proficiency bonus. You exit the vessel early if you use a bonus
action to leave, if you die, or if the vessel is destroyed. When you exit the
vessel, you appear in the unoccupied space closest to it. Any objects left in the
vessel remain there until carried out, and if the vessel is destroyed, every object
stored there harmlessly appears in the unoccupied spaces closest to the vessel's
former space. Once you enter the vessel, you can't enter again until you finish a
long rest.", :name "Genie's Vessel: Bottled Respite", :type :action} {:description
"Once during each of your turns when you hit with an attack roll, you can deal
extra fire damage to the target equal to your proficiency bonus.", :name "Genie's
Vessel: Genie's Wrath"} {:level 6, :description "You begin to take on
characteristics of your patron's kind. You now have resistance to fire damage.\n
In addition, as a bonus action, you can give yourself a flying speed of 30 feet
that lasts for 10 minutes, during which you can hover. You can use this bonus
action a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.", :name "Elemental Gift", :type :b-
action} {:level 10, :description "When you enter your Genie's Vessel via the
Bottled Respite feature, you can now choose up to five willing creatures that you
can see within 30 feet of you, and the chosen creatures are drawn into the vessel
with you.\n As a bonus action, you can eject any number of creatures from the
vessel, and everyone is ejected if you leave or the vessel is destroyed.\n In
addition, anyone (including you) who remains within the vessel for at least 10
minutes gains the benefit of finishing a short rest, and anyone can add your
proficiency bonus to the number of hit points they regain if they spend any Hit
Dice as part of a short rest there.", :name "Sanctuary Vessel", :type :b-action}
{:level 14, :description "You entreat your patron to grant you a small wish. As an
action, you can speak your desire to your Genie's Vessel, requesting the effect of
one spell that is 6th level or lower and has a casting time of 1 action. The spell
can be from any class's spell list, and you don't need to meet the requirements in
that spell, including costly components; the spell simply takes effect as part of
this action.\n Once you use this feature, you can't use it again until you finish
1d4 long rests.", :name "Limited Wish", :type :action}], :level-modifiers
[{:type :spell, :value {:level 9, :ability
:orcpub.dnd.e5.character/cha, :key :wish}, :level 14} {:type :damage-
resistance, :level 6, :value :fire}], :option-pack "UA - Subclasses
Revisited", :name "The Genie: Efreeti", :warlock-spells {1 {0 :detect-evil-and-
good, 1 :burning-hands}, 2 {0 :phantasmal-force, 1 :scorching-ray}, 3 {0 :create-
food-and-water, 1 :fireball}, 4 {0 :phantasmal-killer, 1 :fire-shield}, 5
{0 :creation, 1 :flame-strike}}, :key :the-genie-efreeti}, :the-genie-marid {:class
:warlock, :traits [{:name "Genie's Vessel", :description "Your patron gifts you a
magical vessel that grants you a measure of the genie's power. The vessel is a Tiny
object, and you can use it as a spellcasting focus for your warlock spells. You
decide what the object is, or you can determine what it is randomly by rolling on
the Genie's Vessel table.\n\nGENIE'S VESSEL\n1d6 Vessel\n 1
Oil lamp\n 2 Urn\n 3 Ring with a compartment\n
4 Stoppered bottle\n 5 Hollow statuette\n 6
Ornate lantern\n\n The vessel's AC equals your spell save DC. Its hit points
equal your warlock level plus your proficiency bonus, and it is immune to poison
and psychic damage.\n If the vessel is destroyed or you lose it, you can perform
a 1-hour ceremony to receive a replacement from your patron. This ceremony can be
performed during a short or long rest, and the previous vessel is destroyed if it
still exists. The vessel vanishes in a flare of elemental power when you die.\n
While you are touching the vessel, you can use it in the following ways:"}
{:description "As an action, you can magically vanish and enter your vessel, which
remains in the space you left. The interior of the vessel is an extradimensional
space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your
vessel. The interior is comfortably appointed with cushions and low tables and is a
comfortable temperature. While inside, you can hear the area around your vessel as
if you were in its space. You can remain inside the vessel up to a number of hours
equal to twice your proficiency bonus. You exit the vessel early if you use a bonus
action to leave, if you die, or if the vessel is destroyed. When you exit the
vessel, you appear in the unoccupied space closest to it. Any objects left in the
vessel remain there until carried out, and if the vessel is destroyed, every object
stored there harmlessly appears in the unoccupied spaces closest to the vessel's
former space. Once you enter the vessel, you can't enter again until you finish a
long rest.", :name "Genie's Vessel: Bottled Respite", :type :action} {:description
"Once during each of your turns when you hit with an attack roll, you can deal
extra cold damage to the target equal to your proficiency bonus.", :name "Genie's
Vessel: Genie's Wrath"} {:level 6, :description "You begin to take on
characteristics of your patron's kind. You now have resistance to cold damage.\n
In addition, as a bonus action, you can give yourself a flying speed of 30 feet
that lasts for 10 minutes, during which you can hover. You can use this bonus
action a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.", :name "Elemental Gift", :type :b-
action} {:level 10, :description "When you enter your Genie's Vessel via the
Bottled Respite feature, you can now choose up to five willing creatures that you
can see within 30 feet of you, and the chosen creatures are drawn into the vessel
with you.\n As a bonus action, you can eject any number of creatures from the
vessel, and everyone is ejected if you leave or the vessel is destroyed.\n In
addition, anyone (including you) who remains within the vessel for at least 10
minutes gains the benefit of finishing a short rest, and anyone can add your
proficiency bonus to the number of hit points they regain if they spend any Hit
Dice as part of a short rest there.", :name "Sanctuary Vessel", :type :b-action}
{:level 14, :description "You entreat your patron to grant you a small wish. As an
action, you can speak your desire to your Genie's Vessel, requesting the effect of
one spell that is 6th level or lower and has a casting time of 1 action. The spell
can be from any class's spell list, and you
don't need to meet the requirements in that spell, including costly components;
the spell simply takes effect as part of this action.\n Once you use this
feature, you can't use it again until you finish 1d4 long rests.", :name "Limited
Wish", :type :action}], :level-modifiers [{:type :spell, :value {:level 9, :ability
:orcpub.dnd.e5.character/cha, :key :wish}, :level 14} {:type :damage-
resistance, :level 6, :value :cold}], :option-pack "UA - Subclasses
Revisited", :name "The Genie: Marid", :warlock-spells {1 {0 :detect-evil-and-good,
1 :fog-cloud}, 2 {0 :phantasmal-force, 1 :blur}, 3 {0 :create-food-and-water,
1 :sleet-storm}, 4 {0 :phantasmal-killer, 1 :control-water}, 5 {0 :creation,
1 :cone-of-cold}}, :key :the-genie-marid}, :order-of-scribes
{:class :wizard, :traits [{:level 2, :description "As a bonus action, you can
magically create a Tiny quill in your free hand. The magic quill has the following
properties:\n • The quill doesn't require ink. When you write with it, it
produces ink in a color of your choice on the writing surface.\n • The gold and
time you must spend to copy a spell into your spellbook are halved if you use the
quill for the transcription.\n • You can erase anything you write with the quill
if you wave the feather over the text as a bonus action, provided the text is
within 5 feet of you.\n This quill disappears if you create another one or if you
die.", :name "Wizardly Quill", :type :b-action} {:level 2, :name "Awakened
Spellbook", :description "Using specially prepared inks and ancient incantations
passed down by your wizardly order, you have awakened an arcane sentience within
your spellbook.\n While you are holding the book, it grants you the following
benefits:\n • You can use the book as a spellcasting focus for your wizard
spells.\n • When you cast a wizard spell with a spell slot, you can temporarily
replace its damage type with the damage type of another spell in your spellbook, as
your spellbook magically alters the spell's formula for this casting.\n • When
you cast a wizard spell as a ritual, you can use the spell's normal casting time,
rather than adding 10 minutes to it.\n Once you use this benefit, you can't do so
again until you finish a long rest.\n If necessary, you can replace the book over
the course of a short rest by using your Wizardly Quill to write arcane sigils in a
blank book or a magic spellbook to which you're attuned. At the end of the rest,
your spellbook's consciousness is summoned into the new book, which the
consciousness transforms into your spellbook, along with all its spells. If the
previous book still existed somewhere, all the spells vanish from its pages."}
{:name "Master Scrivener", :description "Whenever you finish a long rest, you can
create one magic scroll by touching your Wizardly Quill to a blank piece of paper
or parchment and causing one spell from your Awakened Spellbook to be copied onto
the scroll. The spellbook must be within 5 feet of you when you make the scroll.\n
The chosen spell must be of 1st or 2nd level and must have a casting time of 1
action. Once in the scroll, the spell's power is enhanced, counting as one level
higher than normal. You can cast the spell from the scroll by reading it as an
action. The scroll is unintelligible to anyone else, and the spell vanishes from
the scroll when you cast it or when you finish your next long rest.\n You are
also adept at crafting spell scrolls, which are described in chapter 7 of the
Dungeon Master's Guide. The gold and time you must spend to make such a scroll are
halved if you use your Wizardly Quill.", :level 6} {:name "Manifest Mind", :level
10, :description "You are now able to conjure forth the mind of your Awakened
Spellbook. As a bonus action while the book is on your person, you can cause the
mind to manifest as a Tiny spectral construct, hovering in an unoccupied space of
your choice within 60 feet of you. This presence is intangible and doesn't occupy
its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly
tome, a cascade of text, or a scholar from the past (your choice). The spectral
mind has a number of hit points equal to your wizard level plus your Intelligence
modifier, and it uses your Armor Class and saving throw modifiers.\n While
manifested, the spectral mind can hear and see, and it has darkvision with a range
of 60 feet. As an action, you can hear and see using the its senses, instead of
your own, until your concentration ends (as if concentrating on a spell).\n
Whenever you cast a wizard spell on your turn, you can cast it as if you were in
the spectral mind's space, instead of your own, using its senses. You can do so a
number of times per day equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.\n As a bonus action, you can cause the
spectral mind to hover up to 30 feet to an unoccupied space that you or it can see.
It can pass through creatures but not objects. The spectral mind stops manifesting
if it is ever more than 300 feet away from you, if it drops to 0 hit points, if you
die, or if you dismiss it as a bonus action.", :type :b-action} {:name "One with
the Word", :level 14, :description "Your connection to your Awakened Spellbook has
become so profound that your soul has become entwined with it. While you are
holding the book and its spectral mind is manifest, you can take an action to cause
the two of you to teleport, swapping places. You can teleport in this way a number
of times equal to your proficiency bonus, and you regain all expended uses when you
finish a long rest.\n Moreover, if you die but at least one spell remains in your
Awakened Spellbook, you canreturn to life 1 minute later within 5 feet of the book.
You revive with 1 hit point. Then roll 3d6. The book loses spells of your choice
that have a combined spell level equal to that roll or higher. For example, if the
roll's total is 9, spells vanish from the book that have a combined level of at
least 9, which could mean one 9th-level spell, three 3rd-level spells, or some
other combination.\n Thereafter, you are incapable of casting the lost spells,
even if you find them on a scroll or in another spellbook. The only way to restore
your ability to cast one of the lost spells is through the wish spell, which can
restore one spell to the book per casting.", :type :action}], :level-modifiers
[], :option-pack "UA - Subclasses Revisited", :name "Order of
Scribes", :key :order-of-scribes}}, :orcpub.dnd.e5/selections {:whispers-of-the-
dead {:options [{:name "Skill: Athletics", :description "You have proficiency in
the Athletics skill."} {:description "You have proficiency in the Acrobatics
skill.", :name "Skill: Acrobatics"} {:description "You have proficiency in the
Sleight of Hand skill.", :name "Skill: Sleight of Hand"} {:description "You have
proficiency in the Stealth skill.", :name "Skill: Stealth"} {:description "You have
proficiency in the Arcana skill.", :name "Skill: Arcana"} {:description "You have
proficiency in the History skill.", :name "Skill: History"} {:description "You have
proficiency in the Investigation skill.", :name "Skill: Investigation"}
{:description "You have proficiency in the Nature skill.", :name "Skill: Nature"}
{:description "You have proficiency in the Religion skill.", :name "Skill:
Religion"} {:description "You have proficiency in the Animal Handling
skill.", :name "Skill: Animal Handling"} {:description "You have proficiency in the
Insight skill.", :name "Skill: Insight"} {:description "You have proficiency in the
Medicine skill.", :name "Skill: Medicine"} {:description "You have proficiency in
the Perception skill.", :name "Skill: Perception"} {:description "You have
proficiency in the Survival skill.", :name "Skill: Survival"} {:description "You
have proficiency in the Deception skill.", :name "Skill: Deception"} {:description
"You have proficiency in the Intimidation skill.", :name "Skill: Intimidation"}
{:name "Skill: Performance", :description "You have proficiency in the Performance
skill."} {:name "Skill: Persuasion", :description "You have proficiency in the
Persuasion skill."} {:description "You gain proficiency with Alchemist's
supplies.", :name "Artisans Tools: Alchemist's supplies"} {:description "You gain
proficiency with Brewer's supplies.", :name "Artisans Tools: Brewer's supplies"}
{:description "You gain proficiency with Calligrapher's supplies.", :name "Artisans
Tools: Calligrapher's supplies"} {:name "Artisans Tools: Carpenter's
tools", :description "You gain proficiency with Carpenter's tools."} {:name
"Artisans Tools: Cartographer's tools", :description "You gain proficiency with
Cartographer's tools."} {:name "Artisans Tools: Cobbler's tools", :description "You
gain proficiency with Cobbler's tools."} {:description "You gain proficiency with
Cook's utensils.", :name "Artisans Tools: Cook's utensils"} {:name "Artisans Tools:
Glassblower's tools", :description "You gain proficiency with Glassblower's
tools."} {:name "Artisans Tools: Jeweler's tools", :description "You gain
proficiency with Jeweler's tools."} {:name "Artisans Tools: Leatherworker's tools",
:description "You gain proficiency with Leatherworker's tools."} {:name "Artisans
Tools: Mason's tools", :description "You gain proficiency with Mason's tools."}
{:name "Artisans Tools: Painter's supplies", :description "You gain proficiency
with Painter's supplies."} {:name "Artisans Tools: Potter's tools", :description
"You gain proficiency with Potter's tools."} {:name "Artisans Tools: Smith's
tools", :description "You gain proficiency with Smith's tools."} {:name "Artisans
Tools: Tinker's tools", :description "You gain proficiency with Tinker's tools."}
{:name "Artisans Tools: Weaver's tools", :description "You gain proficiency with
Weaver's tools."} {:name "Artisans Tools: Woodcarver's tools",
:description "You gain proficiency with Woodcarver's tools."} {:name "Other Tools:
Disguise kit", :description "You gain proficiency with Disguise kits."} {:name
"Other Tools: Forgery kit", :description "You gain proficiency with Forgery kits,"}
{:name "Gaming Set: Dice set", :description "You gain proficiency with Dice sets."}
{:name "Gaming Set: Dragonchess set", :description "You gain proficiency with
Dragonchess sets."} {:name "Gaming Set: Playing card set", :description "You gain
proficiency with Playing card sets."} {:name "Gaming Set: Three-Dragon Ante
set", :description "You gain proficiency with Three-Dragon Ante sets."} {:name
"Other Tools: Herbalism kit", :description "You gain proficiency with Herbalism
kits."} {:name "Musical Instrument: Bagpipes", :description "You gain proficiency
with Bagpipes."} {:name "Musical Instrument: Drum", :description "You gain
proficiency with Drums."} {:name "Musical Instrument: Dulcimer", :description "You
gain proficiency with Dulcimers."} {:name "Musical Instrument: Flute", :description
"You gain proficiency with Flutes."} {:name "Musical Instrument:
Lute", :description "You gain proficiency with Lutes."} {:name "Musical Instrument:
Lyre", :description "You gain proficiency with Lyres."} {:name "Musical Instrument:
Horn", :description "You gain proficiency with Horns."} {:name "Musical Instrument:
Pan flute", :description "You gain proficiency with Pan flutes."} {:name "Musical
Instrument: Shawm", :description "You gain proficiency with Shawms."} {:name
"Musical Instrument: Viol", :description "You gain proficiency with Viols."}
{:description "You gain proficiency with Navigator's tools.", :name "Other Tools:
Navigator's tools"} {:name "Other Tools: Poisoner's kit", :description "You gain
proficiency with Poisoner's kits."} {:name "Other Tools: Thieves'
tools", :description "You gain proficiency with Thieves' tools."} {:name "Other
Tools: Vehicles (land)", :description "You gain proficiency with Vehicles (land)."}
{:name "Other Tools: Vehicles (water)", :description "You gain proficiency with
Vehicles (water)."} {:name "Other Tools: Vehicles (air)", :description "You gain
proficiency with Vehicles (air)."}], :option-pack "UA - Subclasses
Revisited", :name "Whispers of the Dead", :key :whispers-of-the-dead}}}, "UA -
Barbarian and Monk" {:orcpub.dnd.e5/subclasses {:path-of-the-wild-soul
{:class :barbarian, :traits [{:name "Lingering Magic", :level 3, :description "Your
body reacts to the presence of magic. You can cast the Detect Magic spell without
using a spell slot or components. Constitution is your spellcasting ability for
this spell. You faintly glow a color corresponding to the school of magic you
detect (you choose the colors).\n You can use this feature a number of times
equal to your Constitution modifier (minimum of once). You regain all expended uses
when you finish a long rest."} {:name "Wild Surge", :level 3, :description "Magic
erupts from you as you rage. When you enter your rage, roll a d8 on the Wild Surge
table to determine the magical effect produced.\n If the wild surge requires a
saving throw, the DC equals 8 + your proficiency bonus + your Constitution
modifier.\n\n1. Necrotic energy bursts from you. Each creature within 30 feet of
you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum
of the necrotic damage dealt to the creatures.\n2. You teleport up to 20 feet to an
unoccupied space you can see. Until your rage ends, you can activate this effect
again on each of your turns as a bonus action.\n3. You conjure 1d4 intangible
spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each
spirit immediately flies 30 feet in a random direction. At the end of your turn,
all spirits explode and each creature within 5 feet of one or more of them must
succeed on a Dexterity saving throw or take 2d8 force damage.\n4. Arcane energy
enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a
creature within 10 feet of you hits you with an attack, that creature takes force
damage equal to your Constitution modifier.\n5. Plant life temporarily grows around
you: until your rage ends, the ground within 10 feet of you is difficult terrain.\
n6. Arcane energy taps into the minds of those around you. Each creature within 30
feet of you must succeed on a Wisdom saving throw or you see a glimpse of the
creature's thoughts, learning how it plans to attack you. As a result, the creature
has disadvantage on attack rolls against you until the start of your next turn.\n7.
Shadows weave around a weapon of your choice you are holding. Until your rage ends,
your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing
damage, and it gains the light and thrown properties with a normal range of 20 feet
and a long range of 60 feet. If you drop the weapon or throw it, the weapon
dissipates and reappears in your hand at the end of your turn.\n8. A beam of
brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each
creature in the line must succeed on a Constitution saving throw or take 2d8
radiant damage and be blinded until the start of your next turn."} {:name "Magic
Reserves", :level 6, :description "You can channel the magic surging inside you
into other creatures. As an action, you can touch a creature and roll a d4. The
creature recovers an expended spell slot of a level equal to the number rolled. If
the creature you touch can't recover a spell slot of that level, the creature
instead gains temporary hit points equal to five times the number rolled.\n You
take force damage equal to five times the number rolled.\n When you reach 14th
level in this class, you increase the die to a d6."} {:name "Arcane Rebuke", :level
10, :description "The magic crackling within your soul lashes out. When a creature
forces you to make a saving throw while you are raging, you can use your reaction
to deal 3d6 force damage to that creature."} {:level 14, :name "Chaotic
Fury", :description "You become a wellspring of wild magic while you are raging. As
a bonus action, you can reroll on the Wild Surge table, replacing your current
effect with the new one."}], :level-modifiers [{:type :spell, :value {:level
1, :key :detect-magic, :ability :orcpub.dnd.e5.character/con}, :level 3}], :name
"Path of the Wild Soul", :option-pack "UA - Barbarian and Monk", :key :path-of-the-
wild-soul}, :way-of-the-astral-self {:class :monk, :traits [{:name "Arms of the
Astral Self", :level 3, :description "Your mastery of your ki allows you to summon
a portion of your astral self. On your turn, you can spend 2 ki points as a bonus
action to summon the arms of your astral self for 10 minutes. These spectral arms
hover near your shoulders. You determine the arms' appearance based on the
qualities of your character.\nWhile your astral arms are summoned, you gain the
following benefits: \n • You can use your Wisdom modifier in place of your
Strength modifier when making Strength checks and Strength saving throws.\n • The
arms are monk weapons and have a reach of 10 feet. The arms deal radiant or
necrotic damage (your choice). When you attack with the arms, you can use your
Wisdom modifier instead of your Strength or Dexterity modifier for the attack and
damage rolls.\n • Immediately after you use the Attack action with your astral
arms on your turn, you can make one extra attack with your astral arms as a bonus
action. The number of extra attacks increases when you reach certain levels in this
class, increasing to two at 11th level and three at 17th level."} {:name "Visage of
the Astral Self", :level 6, :description "You can summon the visage of your astral
self. On your turn, you can spend 1 ki point as a bonus action, or as part of
summoning your astral arms, to summon this visage for 10 minutes. The spectral
visage covers your face like a helmet or mask. You determine its appearance based
on the qualities of your character.\n While your visage is summoned, you gain the
following benefits.\n\nWisdom of the Spirit. You have advantage on Wisdom (Insight)
and Charisma (Intimidation) checks.\n\nAstral Sight. You can see normally in
darkness, both magical and nonmagical, to a distance of 120 feet."} {:level
11, :name "Awakening of the Astral Self", :description "You tap into the greater
power of your astral self. While you have both your astral arms and visage
summoned, you gain the following benefits.\n\nDeflect Energy. When you take acid,
cold, fire, lightning, or force damage, you can use your reaction to deflect it.
When you do so, the damage you take is reduce by 1d10 + your Wisdom modifier + your
monk level.\n\nEmpowered Arms. Once on each of your turns when you hit a target
with your astral arms, you can deal extra damage to the target equal to your
Martial Arts die.\n\nWord of the Spirit. When you speak through your visage, you
can direct your words to a creature of your choice that you can see within 30 feet
of you, making it so only that creature can hear you. Alternatively, you can
amplify your voice so that all creatures within 600 feet can hear you."} {:level
17, :name "Complete Astral Self", :description "Your connection to your astral self
is complete, allowing you to summon it entirely. On your turn, you can spend 10 ki
points as a bonus action to summon the arms, visage, and body of your astral self
for 10 minutes. This spectral body covers your physical form like a suit of armor,
connecting with the arms and visage. You determine its appearance based on the
qualities of your character.\nWhile your astral self is summoned, you gain the
following benefits.\n\nArmor of the Spirit. You gain a +2 bonus to AC while you
aren't incapacitated.\n\nAstral Barrage. Whenever you use the Extra Attack feature
to attack twice, you can instead attack three times using your astral arms.\n\nKi
Consumption.
When a creature within 10 feet of you is reduced to 0 hit points, you can use your
reaction to regain ki points equal to your Wisdom modifier (minimum 1)."}], :level-
modifiers [], :option-pack "UA - Barbarian and Monk", :name "Way of the Astral
Self", :key :way-of-the-astral-self}}}, "UA - Eladrin and Gith"
{:orcpub.dnd.e5/languages {:gith {:key :gith, :name "Gith", :option-pack "UA -
Eladrin and Gith", :description "You can speak, read, and write
Gith."}}, :orcpub.dnd.e5/races {:gith {:abilities {:orcpub.dnd.e5.character/int 1},
:key :gith, :languages #{"Common" "Gith"}, :name "Gith", :option-pack "UA - Eladrin
and Gith", :size :medium, :speed 30, :traits []}}, :orcpub.dnd.e5/subraces
{:eladrin-cha- {:abilities {:orcpub.dnd.e5.character/int 1}, :key :eladrin-
cha-, :name "Eladrin (Cha)", :option-pack "UA - Eladrin and Gith", :props {:weapon-
prof {:longbow true, :longsword true, :shortbow true, :shortsword
true}}, :race :elf, :spells [{:value {:ability :int, :key :misty-step, :level 2}}],
:traits [{:description "You can cast the misty step spell once using this trait.
You regain the ability to do so when you finish a short or long rest.", :name "Fey
Step"} {:description "At the end of a short or long rest, you can change what
racial cantrip you have access to. You can only have access to a single cantrip at
a time.\nSHIFTING SEASONS CANTRIPS: Autumn-Friends; Winter-Chill Touch; Spring-
Minor Illusion; Summer-Firebolt", :name "Shifting Seasons"}]}, :eladrin-int-
{:abilities {:orcpub.dnd.e5.character/int 1}, :key :eladrin-int-, :name "Eladrin
(Int)", :option-pack "UA - Eladrin and Gith", :props {:weapon-prof {:longbow
true, :longsword true, :shortbow true, :shortsword true}}, :race :elf, :spells
[{:value {:ability :int, :key :misty-step, :level 2}}], :traits [{:description "You
can cast the misty step spell once using this trait. You regain the ability to do
so when you finish a short or long rest.", :name "Fey Step"} {:description "At the
end of a short or long rest, you can change what racial cantrip you have access to.
You can only have access to a single cantrip at a time.\nSHIFTING SEASONS CANTRIPS:
Autumn-Friends; Winter-Chill Touch; Spring-Minor Illusion; Summer-Firebolt", :name
"Shifting Seasons"}]}, :githyanki {:abilities {:orcpub.dnd.e5.character/str
2}, :key :githyanki, :name "Githyanki", :option-pack "UA - Eladrin and
Gith", :props {:armor-prof {:light true, :medium true}, :language {:common
false, :gith false}}, :race :gith, :spells [{:level 1, :value
{:ability :int, :key :mage-hand}} {:level 3, :value
{:ability :int, :key :jump, :level 1}} {:level 5, :value
{:ability :int, :key :misty-step, :level 2}}], :traits [{:description "You learn
one language of your choice, and you are proficient with one skill or tool of\tyour
choice. In\tthe timeless city of Tu'narath, githyanki have bountiful time to master
odd bits of knowledge.", :name "Decadent Mastery"}]}, :githzerai {:abilities
{:orcpub.dnd.e5.character/wis 2}, :key :githzerai, :name "Githzerai", :option-pack
"UA - Eladrin and Gith", :race :gith, :spells [{:value {:ability :wis, :key :mage-
hand}} {:level 3, :value {:ability :wis, :key :shield, :level 1}} {:level 5, :value
{:ability :wis, :key :detect-thoughts, :level 2}}], :traits [{:description "You
gain a +1 bonus to AC while you aren't wearing medium or heavy armor and aren't
using a shield.", :name "Monastic Training"}]}}}, "UA - Subclasses, Part 1"
{:orcpub.dnd.e5/subclasses {:path-of-the-beast {:class :barbarian, :traits [{:name
"Form of the Beast", :level 3, :description "When you enter your rage, you can
transform, revealing the bestial power within you. Until your rage ends, you
manifest a natural melee weapon, choosing one of the following options each time
you rage:\n • Bite. Your mouth transforms into a bestial snout or great mandibles
(your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your
turns when you damage a creature with your bite, you regain a number of hit points
equal to your Constitution modifier (minimum of 1 hit point).\n • Claws. Your
hands transform into claws, which deal 1d6 slashing damage on a hit. When you take
the Attack action on your turn and make an attack with your claws, you can make one
additional attack using your claws as part of the same action.\n • Tail. You grow
a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach
property."} {:name "Bestial Soul", :level 6, :description "The feral spirit within
you grows in power, causing the natural weapons of your Form of the Beast to count
as magical for the purpose of overcoming resistance and immunity to nonmagical
attacks and damage.\n You can also call on the feral spirit to help you adapt to
your surroundings. When you finish a short or long rest, choose one of the
following benefits, which lasts until you finish a short or long rest:\n • You
gain a swimming speed equal to your walking speed, and you can breathe underwater.\
n • You gain a climbing speed equal to your walking speed, and you can climb
difficult surfaces, including upside down on ceilings, without needing to make an
ability check.\n • When you jump, you can make a Strength (Athletics) check and
extend your jump by a number of feet equal to the check's total. You can make this
special check only once per turn."} {:level 10, :name "Infectious
Fury", :description "When you hit a creature with your natural weapons while you
are raging, the spirit within you can curse your target with rabid fury. The target
must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier +
your proficiency bonus) or suffer one of the following effects (your choice):\n •
The target must use its reaction to make a melee attack against another creature of
your choice that you can see.\n • Target takes 2d12 psychic damage.\n You can
use this feature a number of times equal to your Constitution modifier (a minimum
of once). You regain all expended uses when you finish a long rest."} {:name "Call
the Hunt", :level 14, :description "The beast within grows so powerful that you can
spread its ferocity to your allies. When you enter your rage, you can choose a
number of willing creatures you can see within 30 feet of you equal to your
Constitution modifier (minimum of one creature). Until your rage ends, the chosen
creatures gain the Reckless Attack feature and you have advantage on saving throws
against being frightened. You also gain 5 temporary hit points for each creature
that accepts the benefit.\n You can use this feature a number of times equal to
your Constitution modifier (a minimum of once). You regain all expended uses when
you finish a long rest."}], :level-modifiers [], :option-pack "UA - Subclasses,
Part 1", :name "Path of the Beast", :key :path-of-the-beast}, :way-of-mercy {:class
:monk, :traits [{:name "Implements of Mercy", :description "You gain proficiency in
the Insight or Medicine skill (your choice), and you gain proficiency with the
herbalism kit and the poisoner's kit.", :level 3} {:name "Hands of Healing", :level
3, :description "Your mystical touch can mend wounds. As an action, you can spend 1
ki point to touch a creature and restore a number of hit points equal to a roll of
your Martial Arts die + your Wisdom modifier.\n When you use your Flurry of
Blows, you can replace one of the unarmed strikes with a use of this feature
without spending its ki cost."} {:name "Hands of Harm", :description "You use your
ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend
1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts
die. If the creature is incapacitated or poisoned, the creature instead takes
necrotic damage equal to three rolls of your Martial Arts die instead. You can use
this feature only once on each of your turns.", :level 3} {:name "Noxious
Aura", :level 6, :description "As a bonus action, you spend 1 ki point to turn your
ki into an aura of toxic miasma. The aura extends 5 feet from you in every
direction, but not through total cover. It lasts for 1 minute, until you're
incapacitated, or you dismiss it (no action required).\n While your aura is
active, ranged attacks have disadvantage against you. Any other creature that
starts its turn in the aura must succeed on a Constitution saving throw or become
poisoned until the end of your next turn and take poison damage equal to your
Wisdom modifier (minimum of 0 damage)."} {:level 11, :name "Healing
Technique", :description "Your skill in manipulating your ki to heal increases.
When you restore hit points to a creature using your Hands of Healing, you can also
end one disease or a condition from the following list affecting the target:
blinded, deafened, paralyzed, or poisoned."} {:level 17, :name "Hand of
Mercy", :description "Your mastery of life energy opens the door to the ultimate
respite technique. As an action, you can touch a creature, expend 4 ki points, and
force the creature to make a Constitution saving throw(a creature can willingly
fail this save). Unless the save succeeds, the creature enters a state of suspended
animation for a number of days equal to your monk level or until you end the effect
early (no action required). During this time, the creature is paralyzed, has
immunity to all damage, and any curse, disease, or poison affecting it is
suspended. The creature appears dead to all outward inspection and to spells used
to determine the creature's status.\n You can have only one creature under the
effect of this feature at a time."}], :level-modifiers [{:type :tool-
prof, :value :herbalism-kit, :level 3} {:type :tool-prof, :value :poisoners-
tools, :level 3}], :option-pack "UA - Subclasses, Part 1", :name "Way of
Mercy", :key :way-of-mercy, :profs {:skill-options {:choose 1, :options {:insight
true, :medicine true}}}}, :oath-of-the-watchers
{:class :paladin, :traits [{:name "Channel Divinity", :level 3, :description "You
gain the following Channel Divinity options. See the Sacred Oath class feature for
how Channel Divinity works.\n Watcher's Will. You can use your Channel Divinity
to invest your presence with the warding power of your faith. As an action, you can
choose a number of creatures you can see within 30 feet of you, up to a number
equal to your Charisma modifier (minimum of one creature). For 1 minute, all the
chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving
throws.\n Abjure the Extraplanar. You can use your Channel Divinity to castigate
unworldly beings. As an action, you present your holy symbol and each elemental,
fey, fiend, or aberration within 30 feet of you that can hear you must make a
Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until
it takes damage.\n A turned creature must spend its turns trying to move as far
away from you as it can, and it can't willingly move to a space within 30 feet of
you. For its action, it can use only the Dash action or try to escape from an
effect that prevents it from moving. If there's nowhere to move, the creature can
use the Dodge action."} {:level 7, :description "You emit an aura of alertness
while you aren't incapacitated. When you and any creature of your choice within 10
feet of you rolls initiative, you each gain a bonus to initiative equal to your
Charisma modifier (minimum of +1).\n At 18th level, the range of this aura
increases to 30 feet.", :name "Aura of the Sentinel"} {:level 15, :name "Vigilant
Rebuke", :description "You've learned how to magically chastise anyone who dares
cast unwanted spells at you and your wards. Whenever you or a creature you can see
within 30 feet of you succeeds on a saving throw against a spell, you can use your
reaction to deal 2d8 + your Charisma modifier force damage to the spellcaster."}
{:name "Mortal Bulwark", :level 20, :description "You manifest a spark of your
deity's power in defense of your sacred oath. As a bonus action, you gain the
following benefits for 1 minute:\n • You gain truesight in a 120-foot radius.\n
• You have advantage on attack rolls against elementals, fey, fiends, and
aberrations.\n • When you hit a creature with an attack and deal damage to it,
you can also force it to make a Charisma saving throw. On a failed save, the
creature is magically banished to its native plane of existence if it's currently
not there. On a successful save, the creature can't be banished by this feature for
24 hours.\n Once you use this bonus action, you can't use it again until you
finish a long rest."}], :level-modifiers [], :option-pack "UA - Subclasses, Part
1", :name "Oath of the Watchers", :paladin-spells {1 {0 :alarm, 1 :chromatic-orb},
2 {0 :augury, 1 :moonbeam}, 3 {0 :counterspell, 1 :nondetection}, 4 {0 :aura-of-
purity, 1 :banishment}, 5 {0 :hold-monster, 1 :hallow}}, :key :oath-of-the-
watchers}, :the-noble-genie {:class :warlock, :traits [{:name "Collector's Vessel",
:description "Your patron gives you a magical vessel with which you can bind a
creature to you and to your patron's menagerie. The vessel is a Tiny object, and it
is a spellcasting focus for you. You decide what the object is, or you can
determine what it is randomly by rolling on the Collector's Vessel table.\n\
nCollector's Vessel\nd6 Vessel\n1 Oil lamp\n2 Urn\n3 Ring with a
compartment\n4 Stoppered bottle\n5 Hollow statuette \n6 Ornate lantern\
n\n If you lose your vessel, you can perform a 1-hour ceremony to receive a
replacement from your patron. This ceremony can be performed during a short or long
rest, and it destroys the previous vessel. The vessel vanishes in a flare of
elemental power when you die.\n As an action while you are holding the vessel,
you target a willing creature you can see within 100 feet of you and create a
tether of wispy elemental material that links the target to you. The tether lasts
for 1 hour, until you use this feature to create another tether, until the bound
target is reduced to 0 hit points, or until the target ends its turn more than 100
feet from you.\n While you are tethered to a creature, you gain the following
benefits:\n • You gain a bonus to your Wisdom (Perception) checks equal to your
Charisma modifier (minimum of +1).\n • When you can cast a spell, you can deliver
the spell from your space or the bound creature's space.\n You can create the
tether a number of times equal to your Charisma modifier (minimum of once), and you
regain all expended uses when you finish a long rest."} {:name "Elemental
Resistance", :level 6, :description "Your patron grants you protection from an
element. Whenever you finish a long rest, you gain resistance to acid, cold, fire,
or lightning damage (your choice) until the end of your next long rest.\n While
the tether of your Collector's Vessel is active, the tethered creature gains
resistance to the damage type you chose."} {:name "Protective Wish", :level
10, :description "You're now able to use your Collector's Vessel to wish for
protection for yourself or your tethered creature. If you or the tethered creature
is hit by an attack, you can use your reaction to teleport, swapping places with
the creature and switching which one of you is hit by the attack."} {:level
10, :name "Genie's Entertainment", :description "As an action, you attempt to send
a creature you can see within 90 feet to your patron's court. The target must
succeed on a Charisma saving throw against your warlock spell save DC or be
magically drawn into your vessel and teleported to your patron's court in the
Elemental Planes. While there, the target is stunned and your patron marvels at the
target with amusement but brings no harm to it. The target can repeat the saving
throw at the end of each of its turns, reappearing in the space it left or in the
nearest unoccupied space if that space is occupied on a success.\n Once you use
this feature, you can't use it again until you finish a long rest. If the target
remains in your patron's court for 1 minute, the genie sends the target back at the
end of its turn as if it successfully saved, and you regain the use of this
feature."} {:name "Collector's Call ", :level 14, :description "In exchange for
extending your patron's influence over the multiverse, you can call on more of
their power. As an action, you can implore your patron for aid by making a Charisma
(Persuasion) check against your warlock spell save DC. If the check succeeds, you
can choose one of the following effects:\n • A creature you can see within 60
feet of you regains 8d6 hit points and ends one disease or condition afflicting it:
blinded, charmed, deafened, frightened, paralyzed, or poisoned.\n • A creature
you can see within 60 feet of you has disadvantage on attack rolls and saving
throws until the start of your next turn.\n • You cast the legend lore spell
without material components.\n Whether the check succeeds or fails, you can't use
this feature again until you finish a long rest. Alternatively, you can regain the
use of this feature by sacrificing nonmagical treasure worth at least 500 gp to
your patron. This sacrifice requires the treasure to be within 10 feet of you for
at least 1 minute, at the end of which you use an action to teleport the treasure
to your patron's realm, provided you have the vessel of your Collector's Vessel in
hand."}], :level-modifiers [], :option-pack "UA - Subclasses, Part 1", :name "The
Noble Genie", :warlock-spells {1 {0 :fog-cloud, 1 :sleep}, 2 {0 :enlarge-reduce,
1 :phantasmal-force}, 3 {0 :create-food-and-water, 1 :protection-from-energy}, 4 {0
:polymorph, 1 :phantasmal-killer}, 5 {0 :arcane-hand, 1 :creation}}, :key :the-
noble-genie}}, :orcpub.dnd.e5/spells {}}, "UA - Races of Ravnica"
{:orcpub.dnd.e5/races {:loxodon {:key :loxodon, :speed 30, :name
"Loxodon", :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/wis
1}, :size :medium, :option-pack "UA - Races of Ravnica", :profs {:tool {:masons-
tools true}}, :languages #{"Common"}, :props {:saving-throw-advantage {:frightened
true}, :lizardfolk-ac true}, :traits [{:name "Powerful Build", :description "You
count as one size larger when determining your carrying capacity and the weight you
can push, drag, or lift."} {:name "Loxodon Bravery", :description "You have
advantage on saving throws against being frightened."} {:name "Natural
Armor", :description "You have thick, leathery skin. When you aren't wearing armor,
your AC is 13 + your Dexterity modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you with a lower AC. A shield's
benefits apply as normal while you use your natural armor."} {:name "Stonecunning",
:description "Whenever you make an Intelligence (History) check related to the
origin of stonework, you are considered proficient in the History skill and add
double your normal proficiency bonus to the check, instead of your normal
proficiency bonus."} {:name "Keen Smell", :description "Thanks to your sensitive
trunk, you have advantage on Wisdom (Perception) and Intelligence (Investigation)
checks that rely on smell."}]}, :vedalken {:key :vedalken, :speed 30, :name
"Vedalken", :abilities {:orcpub.dnd.e5.character/int 2,
:orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "UA - Races of
Ravnica", :profs {:tool {:cartographers-tools true, :painters-supplies
true, :navigators-tools true, :glassblowers-tools true, :flute true, :poisoners-
tools true, :dice-set true, :horn true, :herbalism-kit true, :dulcimer
true, :disguise-kit true, :masons-tools true, :land-vehicles true, :viol
true, :thieves-tools true, :jewelers-tools true, :leatherworkers-tools
true, :smiths-tools true, :drum true, :cobblers-tools true, :potters-tools
true, :dragonchess-set
true, :playing-card-set true, :brewers-supplies true, :three-dragon-ante-set true,
:forgery-kit true, :pan-flute true, :bagpipes true, :woodcarvers-tools
true, :carpenters-tools true, :tinkers-tools true, :alchemists-supplies
true, :water-vehicles true, :weavers-tools true, :shawm true, :cooks-utensils true,
:lute true, :calligraphers-supplies true, :lyre true}, :skill-options {:options
{:arcana true, :history true, :intimidation true, :performance true, :sleight-of-
hand true, :medicine true}}}, :languages #{"Common"}, :traits [{:description "You
have advantage on all Intelligence, Wisdom, and Charisma saving throws", :name
"Vedalken Dispassion"} {:description "You are proficient in one of the following
skills of your choice: Arcana, History, Investigation, Medicine, Performance, or
Sleight of Hand. You are also proficient with one tool of your choice.\n Whenever
you make an ability check with the chosen skill or tool, roll a d4, and add the
number rolled to the check's total", :name "Tireless Precision"}]}, :viashino {:key
:viashino, :speed 30, :name "Viashino", :abilities {:orcpub.dnd.e5.character/dex 2,
:orcpub.dnd.e5.character/str 1}, :size :medium, :option-pack "UA - Races of
Ravnica", :profs {:skill-options {:options {:acrobatics true, :stealth
true}}}, :languages #{"Draconic" "Common"}, :traits [{:description "Your semi-
prehensile tail is tipped with a bony blade. Immediately after a creature within 5
feet of you deals damage to you with a melee attack, you can use your reaction to
make an unarmed strike against that creature with your tail. If you hit, you deal
slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning
damage normal for an unarmed strike.", :name "Lashing Tail"} {:description "Your
fanged maw is a natural weapon, which you can use to make unarmed strikes. If you
hit with it, you deal piercing damage equal to 1d4 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed strike.", :name
"Bite"}]}, :symic-hybrid {:key :symic-hybrid, :speed 30, :name "Symic
Hybrid", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con
2}, :size :medium, :option-pack "UA - Races of Ravnica", :languages #{"Common"
"Elvish"}, :traits [{:name "Animal Enhancement", :description "Your body has been
altered to incorporate certain animal characteristics. You choose one animal
enhancement now and a second enhancement at 5th level. At 1st level, choose one of
the following options:\n • Manta Glide. Your ray-like wings can slow your fall
and allow you to glide. When you fall and aren't incapacitated, you can subtract up
to100 feet from the fall when calculating falling damage, and you can move up to 2
feet horizontally for every 1 foot you descend.\n • Nimble Climber. You have a
climbing speed equal to your walking speed.\n • Underwater Adaptation. You can
breathe air and water, and you have a swimming speed equal to your walking speed.\
n\nAt 5th level, choose one of the following options, or choose one of the options
you didn't take at 1st level:\n • Grappling Appendages. You have two special
appendages growing alongside your arms. Choose whether they're both claws or
tentacles. Each of these appendages is a natural weapon, which you can use to make
unarmed strikes. If you hit with it, the target takes bludgeoning damage equal to
1d6 + your Strength modifier, instead of the bludgeoning damage normal for an
unarmed strike. Immediately after hitting, you can try to grapple the target as a
bonus action. These appendages can't precisely manipulate anything and can't wield
weapons, magic items, or other specialized equipment.\n • Carapace. Your skin in
places is covered by a thick shell. You gain a +1 bonus to AC when you're not
wearing heavy armor.\n • Acid Spit. As an action, you can spray a stream of acid
from glands in your mouth, targeting one creature or object you can see within 30
feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity
saving throw against a DC equal to 8 + your Constitution modifier + your
proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10)
and 17th level (4d10)."}]}}, :orcpub.dnd.e5/subraces {:dexterity-variant
{:race :simic-hybrid, :traits [], :name "Dexterity Variant", :option-pack "UA -
Races of Ravnica", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-
variant}, :strength-variant {:race :simic-hybrid, :traits [], :name "Strength
Variant", :option-pack "UA - Races of Ravnica", :abilities
{:orcpub.dnd.e5.character/str 1}, :key :strength-variant}, :intelligence-variant
{:race :simic-hybrid, :traits [], :option-pack "UA - Races of Ravnica", :name
"Intelligence Variant", :abilities {:orcpub.dnd.e5.character/int
1}, :key :intelligence-variant}, :wisdom-variant {:race :simic-hybrid, :traits
[], :option-pack "UA - Races of Ravnica", :name "Wisdom Variant", :abilities
{:orcpub.dnd.e5.character/wis 1}, :key :wisdom-variant}, :charisma-variant
{:race :simic-hybrid, :traits [], :option-pack "UA - Races of Ravnica", :name
"Charisma Variant", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-
variant}}}, "UA - Three Subclasses" {:orcpub.dnd.e5/subclasses {:circle-of-spores
{:class :druid, :traits [{:name "Halo of Spores", :level 2, :description "Starting
at 2nd level, you can launch toxic spores at other creatures. To do so, you use
your reaction on your turn to deal 3 poison damage to one creature you can see
within 10 feet of you. This damage increases to 6 at 6th level, 9 at 10th level,
and 12 at 14th."} {:name "Symbiotic Entity", :level 2, :description "At 2nd level,
you gain the ability to channel magic into the spores that infuse you.\n When you
use your Wild Shape feature, you can awaken those spores, rather than transforming.
When you do so, you gain 3 temporary hit points per level you have in this class,
the damage of your Halo of Spores feature doubles, and your melee weapon attacks
deal an extra 1d6 poison damage to any target they hit. These benefits last for 10
minutes or until you use your Wild Shape again."} {:name "Fungal
Infestation", :level 6, :description "At 6th level, your spores gain the ability to
infest a humanoid corpse and animate it.\n If you slay a humanoid with your Halo
of Spores damage, the creature rises as a zombie at the end of your turn. It has 1
hit point. In combat, its turn is immediately after yours. It obeys your mental
commands, and the only action it can take is the Attack action, making one melee
attack. It remains animate for 1 hour, after which time it collapses and dies."}
{:level 10, :name "Spreading Spores", :description "At 10th level, you gain the
ability to seed an area with deadly spores. As a bonus action, you hurl fungal
spores up to 30 feet away, where they swirl around in a 10-foot cube for 1 minute.
While the cube of spores persists, you can't use your Halo of Spores feature, but
any creature that starts its turn in the cube takes your Halo of Spores damage. The
cube of spores vanishes early if you use this feature again."} {:level 14, :name
"Fungal Body", :description "At 14th level, the fungal spores in your body alter
you: you can't be blinded, deafened, frightened, or poisoned, and if an attack is a
critical hit against you, it doesn't deal its extra damage to you."}], :level-
modifiers [{:type :spell, :level 2, :value {:ability :wis, :key :chill-touch}}
{:type :spell, :level 3, :value {:level 2, :ability :wis, :key :gentle-repose}}
{:type :spell, :level 3, :value {:level 2, :ability :wis, :key :ray-of-
enfeeblement}} {:type :spell, :level 5, :value {:level
3, :ability :wis, :key :animate-dead}} {:type :spell, :level 5, :value {:level
3, :ability :wis, :key :gaseous-form}} {:type :spell, :level 7, :value
{:ability :wis, :level 4, :key :blight}} {:type :spell, :level 7, :value
{:ability :wis, :level 4, :key :confusion}} {:type :spell, :level 9, :value {:level
5, :key :cloudkill, :ability :wis}} {:type :spell, :level 9, :value {:level 5, :key
:contagion, :ability :wis}}], :option-pack "UA - Three Subclasses", :name "Circle
of Spores", :key :circle-of-spores}, :brute {:class :fighter, :traits [{:name
"Brute Force", :level 3, :description "Starting at 3rd level, you're able to strike
with your weapons with especially brutal force. Whenever you hit with a weapon that
you're proficient with and deal damage, the weapon's damage increases by an amount
based on your level in this class, as shown on the Brute Bonus Damage table.\n\
nBrute Bonus Damage\nFighter Level -- Damage Increase\n3rd -- 1d4\n10th -- 1d6\
n16th -- 1d8\n20th -- 1d10"} {:level 7, :name "Brutish Durability", :description
"Beginning at 7th level, your toughness allows you to shrug off assaults that would
devastate others. Whenever you make a saving throw, roll 1d6 and add the die to
your saving throw total. If applying this bonus to a death saving throw increases
the total to 20 or higher, you gain the benefits of rolling a 20 on the d20."}
{:level 15, :name "Devastating Critical", :description "Starting at 15th level,
when you score a critical hit with a weapon attack, you gain a bonus to that
weapon's damage roll equal to your level in this class."} {:level 18, :name
"Survivor", :description "At 18th level, you attain the pinnacle of resilience in
battle. At the start of each of your turns in combat, you regain hit points equal
to 5 + your Constitution modifier (minimum of 1 hit point). You don't gain this
benefit if you have 0 hit points or if you have more than half of your hit points
left."} {:description "At 10th level, you can choose a second option from the
Fighting Style feature.", :name "Additional Fighting Style", :level 10}], :level-
modifiers [], :name "Brute", :option-pack "UA - Three Subclasses", :level-
selections [{:type :additional-fighting-style, :level 10}], :key :brute}, :school-
of-invention {:class :wizard, :traits [{:name "Arcanomechanical
Armor", :description "Starting at 2nd level, you gain proficiency with light armor
and gain a suit of arcanomechanical armor — a magic item that only you can attune
to. While you are attuned to it and wearing it, it grants you resistance to force
damage.\n The armor is light armor and provides an AC of 12 + your Dexterity
modifier. It weighs 8 pounds. You can create a new suit of it at the end of a long
rest\nby touching a nonmagical suit of studded leather armor, which magically
transforms it. Doing so removes the magic from your previous arcanomechanical
armor, turning it into nonmagical studded leather.", :level 2} {:name "Reckless
Casting", :level 2, :description "Starting at 2nd level, you can attempt to cast a
spell you don't have prepared. When you use this ability, you use your action and
choose one of the following options:\n • Roll on the Reckless Casting table for
cantrips and cast the resulting spell as part of this action.\n • Expend a spell
slot and roll twice on the Reckless Casting table for its level, or the 5th-level
table if the slot is 6th level or higher. Pick which of the two results you want to
use and cast the resulting spell as part of this action. If the spell you cast
isn't a wizard spell, it is nonetheless a wizard spell for you when you cast it
with this feature.\n\nReckless Casting Table:
https://media.wizards.com/2018/dnd/downloads/UA-3Subclasses0108.pdf"} {:name
"Alchemical Casting", :level 6, :description "At 6th level, you learn to channel
magic through your arcanomechanical armor to augment spells in a variety of ways.
When you cast a spell while wearing that armor and attuned to it, you can expend
one additional spell slot of 1st or 2nd level to alter the spell. The effect
depends on the spell slot you expend.\n A 1st-level slot allows you to manipulate
the spell's energy. When you cast a spell that deals acid, cold, fire, lightning,
or thunder damage, you can substitute that damage type for another one from that
list.\n A 2nd-level slot increases the spell's raw force. If you roll damage for
the spell when you cast it, increase that damage by 2d10 force damage against one
of the spell's targets (your choice) this turn."} {:name "Prodigious
Inspiration", :level 10, :description "At 10th level, you have attained a greater
mastery of spell preparation. As a bonus action, you can replace one spell you have
prepared with another spell from your spellbook. You can't use this ability again
until you finish a short or long rest."} {:level 14, :name "Controlled
Chaos", :description "At 14th level, your ability to improvise magic grows
stronger. Whenever you roll on a Reckless Casting table for a spell other than a
cantrip, you can roll on the table that is one level higher than the expended spell
slot."} {:name "Tools of the Inventor", :level 2, :description "At 2nd level, you
gain proficiency with two tools of your choice."}], :level-modifiers
[{:type :armor-prof, :value :light, :level 2}], :name "School of
Invention", :option-pack "UA - Three Subclasses", :key :school-of-
invention, :level-selections [{:type :tools-of-the-inventor, :level 2, :num
2}]}}, :orcpub.dnd.e5/selections {:additional-fighting-style {:options [{:name
"Archery", :description "+2 bonus to Attack rolls with Ranged Weapons"} {:name
"Defense", :description "+1 bonus to AC while wearing armor."} {:name
"Dueling", :description "+2 bonus to damage rolls when wielding a melee weapon in
one hand and no other weapons."} {:name "Great Weapon Fighting", :description "Re-
roll 1s and 2s on attack rolls with Two-handed or Versatile melee weapons."} {:name
"Protection", :description "When a creature you see attacks a creature within 5 ft
of you, use your reaction to impose disadvantage on the attack. Must be wielding a
shield."} {:name "Two-Weapon Fighting", :description "While you engage in two-
weapon fighting, add your ability modifier to the damage of your second attack."}],
:name "Additional Fighting Style", :option-pack "UA - Three
Subclasses", :key :additional-fighting-style}, :tools-of-the-inventor {:options
[{:name "Alchemist's supplies", :description "You are proficient with Alchemist's
supplies."} {:name "Brewer's supplies", :description "You are proficient with
Brewer's supplies."} {:description "You are proficient with Calligrapher's
supplies.", :name "Calligrapher's supplies"} {:name "Carpenter's
tools", :description "You are proficient with Carpenter's tools."} {:name
"Cartographer's tools", :description "You are proficient with Cartographer's
tools."} {:name "Cobbler's tools", :description "You are proficient with Cobbler's
tools."} {:name "Cook's utensils", :description "You are proficient with Cook's
utensils."} {:name "Glassblower's tools", :description "You are proficient with
Glassblower's tools."} {:name "Jeweler's tools", :description "You are proficient
with Jeweler's tools."} {:name "Leatherworker's tools", :description "You are
proficient with Leatherworker's tools."} {:name "Mason's tools", :description "You
are proficient with Mason's tools."} {:name "Painter's supplies", :description "You
are proficient with Painter's supplies."} {:name "Potter's tools", :description
"You are proficient with Potter's tools."} {:name "Smith's tools", :description
"You are proficient with Smith's tools."} {:name "Tinker's tools", :description
"You are proficient with Tinker's tools."} {:name "Weaver's tools", :description
"You are proficient with Weaver's tools."} {:name "Woodcarver's
tools", :description "You are proficient with Woodcarver's tools."} {:description
"You are proficient with a Disguise kits.", :name "Disguise kit"} {:description
"You are proficient with a Forgery kits.", :name "Forgery kit"} {:description "You
are proficient with Dice sets.", :name "Dice set"} {:description "You are
proficient with Dragonchess sets.", :name "Dragonchess sets"} {:description "You
are proficient with Playing card sets.", :name "Playing card sets"} {:description
"You are proficient with Three-Dragon Ante sets.", :name "Three-Dragon Ante set"}
{:description "You are proficient with Herbalism kits.", :name "Herbalism kit"}
{:description "You are proficient with Bagpipes.", :name "Bagpipes"} {:description
"You are proficient with Drums.", :name "Drum"} {:description "You are proficient
with Dulcimers.", :name "Dulcimer"} {:description "You are proficient with
Flutes.", :name "Flute"} {:description "You are proficient with Lutes.", :name
"Lute"} {:description "You are proficient with Lyres.", :name "Lyre"} {:description
"You are proficient with Horns.", :name "Horn"} {:description "You are proficient
with Pan Flutes.", :name "Pan Flute"} {:description "You are proficient with
Shawms.", :name "Shawm"} {:description "You are proficient with Viols.", :name
"Viol"} {:description "You are proficient with Navigator's tools.", :name
"Navigator's tools"} {:description "You are proficient with Poisoner's
tools.", :name "Poisoner's tools"} {:description "You are proficient with Thieves'
tools.", :name "Thieves' tools"} {:name "Vehicles (land)", :description "You are
proficient with Vehicles (land)."} {:name "Vehicles (water)", :description "You are
proficient with Vehicles (water)."}], :option-pack "UA - Three Subclasses", :name
"Tools of the Inventor", :key :tools-of-the-inventor}}}, "UA - Fighter, Rogue, and
Wizard" {:orcpub.dnd.e5/subclasses {:psychic-warrior {:class :fighter, :traits
[{:description "You can channel your psychic power to magically augment your
prowess. When you finish a long rest, choose whether to augment your defenses or
your strikes. The chosen benefit lasts until you finish a long rest.\n Augmented
Defenses. When you or a creature you can see within 30 feet of you takes damage,
you can use your reaction to roll a d10 and reduce the amount of damage taken by
the number rolled. When you reach 10th level in this class, the die changes to a
d12.\n Augmented Strikes. Once during each of your turns when you hit a creature
with a weapon attack, you can also deal 1d4 psychic damage to that target. When you
reach 10th level in this class, the psychic damage increases to 1d6.", :name
"Psionic Armament", :level 3} {:description "You learn the mage hand cantrip. You
can cast it without components, and you can make the spectral hand invisible.
Intelligence is your spellcasting ability for this spell.", :name "Telekinetic
Hand", :level 3} {:name "Strength of Mind", :description "As a bonus action, you
can telekinetically lash out at a creature you can see within 20 feet of you. The
target must make a Strength saving throw against a DC equal to 8 + your proficiency
bonus + your Intelligence modifier. On a failed save, the target takes force damage
equal to 2d6 plus your Intelligence modifier and is telekinetically moved 15 feet
directly toward or away from you (your choice). On a successful save, it takes half
as much damage and isn't moved.\n You can use this feature a number of times
equal to your Intelligence modifier (minimum of once), and you regain all expended
uses when you finish a long rest.", :level 7} {:description "When you take the
Attack action, you can forgo one of your attacks to project a bastion of psionic
power in a 10-foot radius around yourself. It lasts for 1 minute or until you're
incapacitated. For the duration, you and your allies in that area gain the benefits
of half cover and have advantage on Strength saving throws.\n Once you use this
feature, you can't do so again until you finish a long rest or until after you use
your Second Wind feature.", :level 10, :name "Telekinetic Bulwark"} {:name
"Agonizing Strikes", :level 15, :description "Your attacks can channel psychic
agony. When you hit a creature with a weapon attack, you can also deal 2d10 psychic
damage to that target and force it to make a Constitution saving throw against a DC
equal to 8 + your proficiency bonus + your Intelligence
modifier. Unless the save succeeds, the target falls prone, and it suffers
disadvantage on ability checks until the end of your next turn.\n You can use
this feature a number of times equal to your Intelligence modifier (minimum of
once), and you regain all expended uses when you finish a long rest."} {:name
"Psychic Dreadnaught", :level 18, :description "The power of your mind suffuses
your entire being, making you a nigh-unstoppable force on the battlefield. Using
your reaction when you take damage, you can give yourself the following benefits
for 1 minute or until you're incapacitated:\n • At the start of each of your
turns, you regain 10 hit points.\n • Your walking speed increases by 10 feet.\n
• If you're prone, you can stand up by spending 5 feet of movement.\n Once you
activate this feature, you can't use it again until you finish a long
rest."}], :level-modifiers [{:type :spell, :level 3, :value {:key :mage-
hand, :ability :orcpub.dnd.e5.character/int}}], :option-pack "UA - Fighter, Rogue,
and Wizard", :name "Psychic Warrior", :key :psychic-warrior}, :soulknife
{:class :rogue, :traits [{:level 3, :name "Psychic Blade", :description "As a bonus
action, you can create a magical blade of shimmering psychic power from one or both
of your hands. While one of your hands is manifesting a blade, you can't hold
anything in that hand. You can dismiss one or both blades at any time (no action
required), and they disappear if you're incapacitated.\n The blade is a simple
melee weapon with the finesse, light, and thrown properties. It has a normal range
of 30 feet and a long range of 60 feet, and it deals 1d6 psychic damage on a hit.
If you throw the blade as part of an attack, it vanishes immediately after it hits
or misses its target. The blade otherwise disappears the instant it leaves your
hand."} {:description "You can focus your psionic power to give yourself an
extraordinary ability. When you finish a long rest, you gain one of the following
benefits of your choice, which lasts until you finish a long rest:\n • You can
communicate telepathically with any creature you can see within 30 feet of you. If
a creature can speak at least one language, it can respond to you telepathically.\n
• Increase your walking speed by 5 feet.\n • Your hit point maximum and your
current hit points increase by an amount equal to your Intelligence modifier plus
your rogue level.", :name "Psionic Enhancement", :level 3} {:level 9, :name
"Terrifying Blade", :description "Your psychic blades can now stoke terror within a
target: When you damage a creature with your Psychic Blade, you can force the
target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your
Intelligence modifier). On a failed save, the creature is frightened of you until
the start of your next turn. On a successful save, the creature isn't frightened
and is immune to your Terrifying Blade for 24 hours."} {:level 13, :description
"You can weave a veil of psionic static to mask your physical presence. As an
action, you can magically become invisible, along with anything you are wearing or
carrying, for 10 minutes. This invisibility ends if you make an attack or if you
force a creature to make a saving throw.\n You can use this feature a number of
times equal to your Intelligence modifier (minimum of once), and you regain all
expended uses when you finish a long rest.", :name "Psychic Veil"} {:description
"You can sweep your Psychic Blade directly through a creature's mind. As an action
while you have at least one Psychic Blade manifested, you can force a creature you
can see within 30 feet of you to make an Intelligence saving throw (DC equal to 10
+ your proficiency bonus + your Intelligence modifier). If you are hidden from the
target, it has disadvantage on the save. On a failed save, the target takes 12d6
psychic damage, and it is stunned until the start of your next turn. On a
successful save, the target takes half as much damage and isn't stunned. One of
your Psychic Blades vanishes after using this feature.\n You can use this feature
a number of times equal to your Intelligence modifier (minimum of once), and you
regain all expended uses when you finish a long rest.", :level 17, :name "Rend
Mind"}], :level-modifiers [], :option-pack "UA - Fighter, Rogue, and Wizard", :name
"Soulknife", :key :soulknife}, :psionics {:class :wizard, :traits [{:level
2, :description "You have learned to channel psionic energy through a special
object: a psionic focus. You gain the object with this feature (see the “Your
Psionic Focus” sidebar for how you might have acquired the item).\n While your
psionic focus is on your person, you gain the following benefits:\n • The object
is a spellcasting focus for you.\n • When you roll psychic or force damage for
any of your wizard spells, you can reroll any of those damage dice that rolls a 1,
but you must use the new roll.\n If your psionic focus is lost, you can magically
recreate it by meditating for 1 hour during a short or long rest, at the end of
which the focus appears in your hand.", :name "Psionic Focus"} {:level
2, :description "Your study of psionics begins to unleash your mind's potential.
When you gain this feature, choose one of the following cantrips: friends, mage
hand, or message. You learn that cantrip if you don't already know it, and it
doesn't count against the number of wizard cantrips you know.\n While your
psionic focus is on your person, you can cast the chosen cantrip as a bonus action,
requiring no components, and with the modification listed below: Friends. When the
spell ends, the target doesn't become hostile to you.", :name "Psionic Devotion"}
{:level 6, :name "Thought Form", :description "While you are carrying your psionic
focus, you can use a bonus action to magically transform your body into pure
psionic energy. The transformation lasts for 10 minutes, until you use a bonus
action to assume your normal form, or until you are incapacitated or die.\n While
in thought form, you are a figure of luminous psychic energy, with your psionic
focus hovering within. Your form can appear as anything you wish, but it is
obviously magical, is the same size as you, and sheds dim light in a 5-foot-radius.
Any other equipment you are wearing or carrying transforms with you and melds into
your thought form. You also gain the following benefits:\n Psionic Spellcasting.
When you cast a spell while in thought form, you can cast the spell psionically. If
you do so, the spell doesn't require verbal, somatic, or material components that
lack a gold cost.\n Psychic Resilience. You gain resistance to psychic damage and
to bludgeoning, piercing, and slashing damage from nonmagical attacks.\n You can
transform using this feature a number of times equal to your Intelligence modifier
(minimum of once), and you regain all expended uses when you finish a long rest."}
{:level 10, :name "Mental Discipline", :description "Your mind's power expands to
greater heights. When you gain this feature, choose one of the following spells:
dominate person, scrying, or telekinesis. You can add the spell to your spellbook,
and you can cast it without components.\n You can also cast the chosen spell once
without expending a spell slot. After you do so, you regain the ability to cast the
spell without a slot when you finish a long rest."} {:description "When you deal
psychic or force damage with a wizard spell, you can add your Intelligence modifier
to the damage against one of the spell's targets.", :name "Empowered
Psionics", :level 10} {:description "While using your Thought Form, you have a
flying speed equal to your walking speed and can hover, and you can move through
other creatures and objects as if they were difficult terrain.\n You take 1d10
force damage if you end your turn inside an object. If you return to your normal
form while inside an object, you are shunted to the nearest unoccupied space, and
you take 1d10 force damage for every 5 feet traveled.", :name "Thought
Travel", :level 14}], :level-modifiers [], :option-pack "UA - Fighter, Rogue, and
Wizard", :name "Psionics", :key :psionics, :level-selections [{:type :psionic-
devotion, :level 2} {:type :mental-discipline, :level 10}]}},
:orcpub.dnd.e5/selections {:psionic-devotion {:options [{:description "You know the
mage hand cantrip. You can cast it as a bonus action, requiring no components, and
you can make the hand invisible when you cast the spell. Controlling the spell is a
bonus action for you.", :name "Mage Hand"} {:description "You know the message
cantrip. You can cast it as a bonus action, requiring no components, and you don't
need to point toward the target or whisper your message out loud.", :name
"Message"} {:description "You know the friends cantrip. You can cast it as a bonus
action, requiring no components, and when the spell ends, the target doesn't become
hostile to you.", :name "Friends"}], :option-pack "UA - Fighter, Rogue, and
Wizard", :name "Psionic Devotion", :key :psionic-devotion}, :mental-discipline
{:options [{:description "You know the dominate person spell and you can cast it
without components.\n You can also cast this spell once without expending a spell
slot. After you do so, you regain the ability to cast the spell without a slot when
you finish a long rest.", :name "Dominate Person"} {:name "Scrying", :description
"You know the scrying spell and you can cast it without components.\n You can
also cast this spell once without expending a spell slot. After you do so, you
regain the ability to cast the spell without a slot when you finish a long rest."}
{:name "Telekinesis", :description "You know the telekinesis spell and you can cast
it without components.\n You can also cast this spell once without expending a
spell slot. After you do so, you regain the ability to cast the spell
without a slot when you finish a long rest."}], :option-pack "UA - Fighter, Rogue,
and Wizard", :name "Mental Discipline", :key :mental-discipline}},
:orcpub.dnd.e5/spells {:ego-whip {:description "You lash the mind of one creature
you can see within range, filling it with despair. The target must succeed on an
Intelligence saving throw or suffer disadvantage on attack rolls, ability checks,
and saving throws, and it can't cast spells. At the end of each of its turns, the
target can make another Intelligence saving throw. On a success, the spell ends on
the target.", :key :ego-whip, :school "enchantment", :name "Ego Whip", :duration
"Concentration, up to 1 minute", :level 4, :option-pack "UA - Fighter, Rogue, and
Wizard", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard
true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "30 feet"}, :psychic-crush {:description
"You overload the mind of one creature you can see within range, filling its psyche
with discordant emotions. The target must make an Intelligence saving throw. On a
failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a
successful save, the target takes half as much damage and isn't stunned.\n The
stunned target can make an Intelligence saving throw at the end of each of its
turns. On a successful save, the spell ends on the target.", :key :psychic-
crush, :school "enchantment", :name "Psychic Crush", :duration "1 minute", :level
6, :option-pack "UA - Fighter, Rogue, and Wizard", :components {:verbal
true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric
false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock
true, :wizard true}, :range "60 feet"}, :mind-sliver {:description "You drive a
disorienting spike of psychic energy into the mind of one creature you can see
within range. The target must make an Intelligence saving throw. Unless the saving
throw is successful, the target takes 1d6 psychic damage, and the first time it
makes a saving throw before the end of your next turn, it must roll a d4 and
subtract the number rolled from the save.\n This spell's damage increases by
1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th
level (4d6).", :key :mind-sliver, :school "enchantment", :name "Mind
Sliver", :duration "1 round", :level 0, :option-pack "UA - Fighter, Rogue, and
Wizard", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard
true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "60 feet"}, :thought-shield
{:description "You weave a clouding veil over the mind of one creature you touch.
For the duration, the target's mind can't be read or detected, creatures can't
telepathically communicate with the target unless the target allows it, and the
target has advantage on saving throws against any effect that would determine
whether it is telling the truth.", :key :thought-shield, :school
"abjuration", :name "Thought Shield", :duration "8 hours", :level 2, :option-pack
"UA - Fighter, Rogue, and Wizard", :components {:verbal true, :somatic
true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true},
:range "Touch"}, :mental-barrier {:description "You protect your mind with a wall
of looping, repetitive thought. Until the start of your next turn, you have
advantage on Intelligence, Wisdom, and Charisma saving throws, and you have
resistance to psychic damage.", :key :mental-barrier, :school "abjuration", :name
"Mental Barrier", :duration "1 round", :level 2, :option-pack "UA - Fighter, Rogue,
and Wizard", :components {:verbal true}, :casting-time "1 reaction, which you take
when you are forced to make an Intelligence, a Wisdom, or a Charisma saving throw",
:spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger
false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :id-
insinuation {:description "You unleash a torrent of conflicting desires in the mind
of one creature you can see within range, impairing its ability to make decisions.
The target must succeed on a Wisdom saving throw or be incapacitated. At the end of
each of its turns, it takes 1d12 psychic damage, and it can. then make another
Wisdom saving throw. On a success, the spell ends on the target.", :key :id-
insinuation, :school "enchantment", :name "Id Insinuation", :duration
"Concentration, up to 1 minute", :level 1, :option-pack "UA - Fighter, Rogue, and
Wizard", :components {:somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:bard true, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60
feet"}, :mind-thrust {:description "You propel a lance of psionic disruption into
the mind of one creature you can see within range. The target must make an
Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage,
and it can use its action only to Dash or Disengage on its next turn. On a
successful save, the target takes half as much damage, and this spell doesn't limit
its action options.\n At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can target one additional creature for each slot
level above 2nd. The creatures must be within 30 feet of each other when you target
them.", :key :mind-thrust, :school "enchantment", :name "Mind Thrust", :duration "1
round", :level 2, :option-pack "UA - Fighter, Rogue, and Wizard", :components
{:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:bard
true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "60 feet"}, :intellect-fortress
{:description "You create a faintly shimmering barrier of protective psychic power
around you. For the duration, you have advantage on all saving throws.\n When
another creature that you can see within 30 feet of you fails a saving throw, you
can use your reaction to allow them to reroll the save. They must use the new
roll.", :key :intellect-fortress, :school "abjuration", :name "Intellect Fortress",
:duration "Concentration, up to 10 minutes", :level 5, :option-pack "UA - Fighter,
Rogue, and Wizard", :components {:somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:bard true, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"},
:psionic-blast {:description "You unleash a destructive wave of mental power in a
30-foot cone. Each creature in the area must make a Dexterity saving throw. On a
failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from
you, and is knocked prone. On a successful save, a target takes half as much damage
and isn't pushed or knocked prone.\n At Higher Levels. When you cast this spell
using a spell slot of 4th level or higher, the damage increases by 1d8 for each
slot level above 3rd.", :key :psionic-blast, :school "evocation", :name "Psionic
Blast", :duration "Instantaneous", :level 3, :option-pack "UA - Fighter, Rogue, and
Wizard", :components {:verbal true}, :casting-time "1 acton", :spell-lists {:bard
true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "Self (30-foot
cone)"}}, :orcpub.dnd.e5/feats {:telekinetic {:ability-increases
#{:orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "UA - Fighter, Rogue,
and Wizard", :description "You learn to move things with your mind. You gain the
following benefits:\n • Increase your Intelligence score by 1, to a maximum of
20.\n • You learn the mage hand cantrip. You can cast it without verbal or
somatic components, and you can make the spectral hand invisible.\n • As a bonus
action, you can try to shove one creature you can see within 5 feet of the spectral
hand created by your mage hand spell. When you do so, the target must succeed on a
Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier)
or be pushed 5 feet away from you.", :name
"Telekinetic", :key :telekinetic}, :telepathic {:ability-increases
#{:orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "UA - Fighter, Rogue,
and Wizard", :name "Telepathic", :description "You awaken the ability to mentally
connect with others. You gain the following benefits:\n • Increase your
Intelligence score by 1, to a maximum of 20.\n • You gain proficiency in one
skill of your choice from the following list: Deception, Insight, Intimidation, or
Persuasion.\n • You can communicate telepathically with any creature you can see
within 30 feet of you. If it understands at least one language, it can respond to
you telepathically.", :props {:skill-tool-choice 1}, :key :telepathic}}}, "UA -
Bard and Paladin" {:orcpub.dnd.e5/subclasses {:college-of-eloquence
{:class :bard, :traits [{:name "Universal Speech", :description "You have gained
the ability to speak and reason with any creature. As a bonus action, you can
expend one of your uses of Bardic Inspiration. When you do so, roll your Bardic
Inspiration die, and choose a number of creatures within 60 feet of you that you
can see equal to the roll. For 10 minutes, the chosen creatures can magically
understand you, regardless of the language you speak, and you have advantage on
Charisma checks made to influence them. This feature works even on a creature that
doesn't speak any languages.", :level 3} {:name "Soothing Words", :description "You
can now cast calm emotions without expending a spell slot. You can use this feature
a number of times equal to your Charisma modifier. You regain all expended uses
of this feature when you finish a long rest.", :level 3} {:name "Undeniable
Logic", :description "You can spin words laced with magic into a knot of reasoning
that can be encouraging or impossible to follow.\n As a bonus action, you can
expend one of your uses of Bardic Inspiration. When you do so, choose a creature
you can see within 60 feet of you that can hear you, then roll your Bardic
Inspiration die and choose one of the following:\n • The creature takes psychic
damage equal to the number you roll on the Bardic Inspiration die, and the creature
must succeed on an Intelligence saving throw against your spell save DC or have
disadvantage on the next saving throw it makes before the end of your next turn.\n
• The creature regains hit points equal to the number you roll on the Bardic
Inspiration die, and the creature has advantage on the next saving throw it makes
before the end of your next turn.", :level 6} {:name "Infectious
Inspiration", :description "When a creature adds one of your Bardic Inspiration
dice to its ability check, attack roll, or saving throw and the roll fails, the
creature can keep the Bardic Inspiration die.\n In addition, when a creature adds
one of your Bardic Inspiration dice to its ability check, attack roll, or saving
throw and the roll succeeds, you can use your reaction to encourage a different
creature (other than yourself) that can hear you within 60 feet of you, giving it a
Bardic Inspiration die without expending any of your Bardic Inspiration uses. You
can use this reaction a number of times equal to your Charisma modifier (minimum of
once), and you regain all expended uses when you finish a long rest.", :level 14}],
:level-modifiers [{:type :spell, :level 3, :value {:level 2, :key :calm-
emotions, :ability :orcpub.dnd.e5.character/cha}}], :option-pack "UA - Bard and
Paladin", :name "College of Eloquence", :key :college-of-eloquence}, :oath-of-
heroism {:class :paladin, :traits [{:name "Channel Divinity", :description "You
gain the following two Channel Divinity options. See the Sacred Oath class feature
for how Channel Divinity works.\n\nPeerless Athlete. You can use your Channel
Divinity to augment your athleticism with divine favor. As a bonus action, you gain
advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the
next 10 minutes.\n\nLegendary Strike. You can use your Channel Divinity as a bonus
action to guide your attacks: for 1 minute, your weapon attacks score a critical
hit on a roll of 19 or 20 on the d20.", :level 3} {:level 7, :name "Mighty
Deed", :description "Your actions on the battlefield can supernaturally bolster
your allies and demoralize your enemies. Whenever you score a critical hit or
reduce a creature to 0 hit points, you can choose one or more creatures that you
can see within 30 feet of you, up to a number equal to your Charisma modifier
(minimum of one creature). All the chosen creatures are affected by one of the
following effects of your choice:\n • The creature gains temporary hit points
equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).\n • The
creature must succeed on a Wisdom saving throw against your spell save DC or be
frightened of you until the start of your next turn.\n Once you use this feature,
you can't use it again until the start of your next turn."} {:name "Glorious
Defense", :level 15, :description "Your blessed glory on the battlefield can
misdirect an attack. When a creature you can see hits you with an attack roll, you
can use your reaction to gain a bonus to AC against that attack, potentially
causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If
the attack misses, you can make one weapon attack against the attacker as part of
this reaction."} {:name "Living Myth", :level 20, :description "You can now empower
yourself with the legends—whether true or exaggerated—told of your great deeds. As
a bonus action, you gain the following benefits for 10minutes:\n • You are
blessed with otherworldly comeliness, gaining advantage on all Charisma checks.\n
• Once on each of your turns when you make a weapon attack and miss, you can cause
that attack to hit instead.\n • If you fail a saving throw, you can use your
reaction to succeed instead.\n Once you use this feature, you can't use it again
until you finish a long rest."}], :level-modifiers [], :option-pack "UA - Bard and
Paladin", :name "Oath of Heroism", :paladin-spells {1 {0 :expeditious-retreat,
1 :guiding-bolt}, 2 {0 :enhance-ability, 1 :enthrall}, 3 {0 :haste, 1 :protection-
from-energy}, 4 {0 :compulsion, 1 :freedom-of-movement}, 5 {0 :commune, 1 :conjure-
volley}}, :key :oath-of-heroism}}}, "UA - Order Domain" {:orcpub.dnd.e5/subclasses
{:order-domain {:class :cleric, :traits [{:description "Starting at 1st level, you
can invoke the power of law to drive an ally to attack. Immediately after you cast
a spell on an ally using a spell slot of 1st level or higher, that ally can use
their reaction to make one weapon attack against a target of your choice that you
can see. If the spell targets more than one ally, you choose the ally who can make
the attack.", :name "Voice of Authority"} {:description "Starting at 2nd level, you
can use your Channel Divinity to exert an intimidating presence over others.\n As
an action, you present your holy symbol, and each creature of your choice that can
see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be
charmed by you until the end of your next turn or until the charmed creature takes
any damage. You can also cause any of the charmed creatures to fall prone when they
fail the saving throw.", :name "Channel Divinity: Order's Demand", :level 2}
{:description "At 6th level, you become extraordinarily adept at channeling magical
energy to compel others.\n When you cast a spell of the enchantment school using
a spell slot of 2nd level or higher, you regain one expended spell slot. The slot
you regain must be of a level lower than the spell you cast and can't be higher
than 5th level.", :level 6, :name "Order's Dominion"} {:description "At 8th level,
you gain the ability to infuse your weapon strikes with divine energy. Once on each
of your turns when you hit a creature with a weapon attack, you can cause the
attack to deal an extra 1d8 force damage to the target. When you reach 14th level,
the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description
"Starting at 17th level, enemies you designate for destruction wilt under the
combined efforts of you and your allies. If you deal your Divine Strike damage to a
creature, that creature takes an extra 2d8 force damage the first time each turn
that any ally of yours hits it with a weapon attack. This benefit lasts until the
start of your next turn.", :name "Order's Wrath", :level 17} {:description "When
you choose this domain at 1st level, you gain proficiency with heavy armor.", :name
"Bonus Proficiency"}], :level-modifiers [{:type :armor-prof, :value :heavy}], :name
"Order Domain", :option-pack "UA - Order Domain", :cleric-spells {1 {0 :command,
1 :heroism}, 2 {0 :enhance-ability, 1 :hold-person}, 3 {0 :mass-healing-word,
1 :slow}, 4 {0 :compulsion, 1 :locate-creature}, 5 {0 :commune, 1 :dominate-
person}}, :key :order-domain}}}, "UA - Sorcerer" {:orcpub.dnd.e5/subclasses
{:phoenix-sorcery {:class :sorcerer, :key :phoenix-sorcery, :level-modifiers
[], :name "Phoenix Sorcery", :option-pack "UA - Sorcerer", :traits [{:description
"At 1st level, you gain the ability to start fires with a touch. As an action, you
can magically ignite a flammable object you touch with your hand—an object such as
a torch, a piece of tinder, or the hem of drapes.", :name "Ignite"} {:description
"Starting at 1st level, you can unleash the phoenix fire that blazes within you.\n
As a bonus action, you magically wreathe yourself in swirling fire, as your eyes
glow like hot coals. For 1 minute, you gain the following benefits:\n • You shed
bright light in a 30-foot radius and dim light for an additional 30 feet.\n • Any
creature takes fire damage equal to your Charisma modifier if it hits you with a
melee attack from within 5 feet of you or if it touches you.\n • Whenever you
roll fire damage on your turn, the roll gains a bonus to equal to your Charisma
modifier.\n Once you use this feature, you can't use it again until you finish a
long rest.", :name "Mantle of Flame"} {:description "Starting at 6th level, the
fiery energy within you grows restless and vengeful. In the face of defeat, it
surges outward to preserve you in a fiery roar.\n If you are reduced to 0 hit
points, you can use your reaction to draw on the spark of the phoenix. You are
instead reduced to 1 hit point, and each creature within 10 feet of you takes fire
damage equal to half your sorcerer level + your Charisma modifier.\n If you use
this feature while under the effects of your Mantle of Flame, this feature instead
deals fire damage equal to your sorcerer level + double your Charisma modifier, and
your Mantle of Flame immediately ends.\n Once you use this feature, you can't use
it again until you finish a long rest.", :level 6, :name "Phoenix Spark"}
{:description "Starting at 14th level, your fire spells soothe and restore you.
When you expend a spell slot to cast a spell that includes a fire damage roll, you
regain hit points equal to the slot's level + your Charisma modifier.", :level
14, :name "Nourishing Fire"} {:description "At 18th level, you finally master the
spark of fire that dances within you. While under the effect of your Mantle of
Flame feature, you gain additional benefits:\n • You have a flying speed of 40
feet and can hover.\n • You have resistance to all damage.\n • If you use your
Phoenix Spark, that feature deals an extra 20 fire damage to each
creature.", :level 18, :name "Form
of the Phoenix"}]}, :sea-sorcery {:class :sorcerer, :key :sea-sorcery, :level-
modifiers [{:level 6, :type :damage-resistance, :value :fire} {:level
18, :type :damage-resistance, :value :bludgeoning} {:level 18, :type :damage-
resistance, :value :piercing} {:level 18, :type :damage-
resistance, :value :slashing}], :name "Sea Sorcery", :option-pack "UA -
Sorcerer", :traits [{:description "At 1st level, your tie to the sea grants you the
ability to breathe underwater, and you have a swim speed equal to your walking
speed.", :name "Soul of the Sea"} {:description "When you choose this origin at 1st
level, you learn the secret of infusing your spells with a watery curse.\n When
you hit a creature with a cantrip's attack or when a creature fails a saving throw
against your cantrip, you can curse the target until the end of your next turn or
until you curse a different creature with this feature.\n Once per turn when you
cast a spell, you can trigger the curse if that spell deals cold or lightning
damage to the cursed target or forces it to move. Doing so subjects the target to
the appropriate additional effect below, and then the curse ends if the spell isn't
a cantrip (you choose the effect to use if more than one effect applies):\n •
Cold Damage. If the affected target takes cold damage from your spell, the target's
speed is also reduced by 15 feet until the end of your next turn. If the spell
already reduces the target's speed, use whichever reduction is greater.\n •
Lightning Damage. If the affected target takes lightning damage from your spell,
the target takes additional lightning damage equal to your Charisma modifier.\n •
Forced Movement. If the target is moved by your spell, increase the distance it is
moved by 15 feet.", :name "Curse of the Sea"} {:description "At 6th level, you gain
resistance to fire damage.\n You also gain the ability to defend yourself by
momentarily assuming a watery form. As a reaction when you are hit by an attack and
take bludgeoning, piercing, or slashing damage from it, you can reduce that damage
by an amount equal to your sorcerer level plus your Charisma score, and then you
can move up to 30 feet without provoking opportunity attacks. Once you use this
special reaction, you can't use it again until you finish a short or long
rest.", :level 6, :name "Watery Defense"} {:description "Starting at 14th level,
you gain the ability to enter a liquid state while moving.\n When you move on
your turn, you take only half damage from opportunity attacks, and you can move
through any enemy's space but can't willingly end your move there.\n On your
turn, you can move through any space that is at least 3 inches in diameter and do
so without squeezing. When you stop moving, the regular squeezing rules apply if
you're in a space one size smaller than you. You can't willingly stop in a space
smaller than that, and if you're forced to do so, you immediately flow to the
nearest space that can fit you, back along the path of your movement.", :level
14, :name "Shifting Form"} {:description "Starting at 18th level, your being is
altered by the power of the sea. You gain the following benefits:\n • You no
longer need to eat, drink, or sleep.\n • A critical hit against you becomes a
normal hit.\n • You have resistance to bludgeoning, piercing, and slashing
damage.", :level 18, :name "Water Soul"}]}, :stone-sorcery
{:class :sorcerer, :key :stone-sorcery, :level-modifiers [{:type :weapon-
prof, :value :simple} {:type :weapon-prof, :value :martial} {:type :armor-
prof, :value :shields} {:type :spell, :value {:ability :cha, :key :compelled-
duel, :level 1}} {:type :spell, :value {:ability :cha, :key :searing-smite, :level
1}} {:type :spell, :value {:ability :cha, :key :thunderous-smite, :level 1}} {:type
:spell, :value {:ability :cha, :key :wrathful-smite, :level 1}}
{:type :spell, :value {:ability :cha, :key :branding-smite, :level 2}}
{:type :spell, :value {:ability :cha, :key :magic-weapon, :level 2}} {:type :spell,
:value {:ability :cha, :key :blinding-smite, :level 3}} {:type :spell, :value
{:ability :cha, :key :elemental-weapon, :level 3}} {:type :spell, :value
{:ability :cha, :key :staggering-smite, :level 4}}], :name "Stone
Sorcery", :option-pack "UA - Sorcerer", :props {:max-hp-bonus 1}, :traits
[{:description "At 1st level, your connection to stone gives you extra fortitude.
Your hit point maximum increases by 1, and it increases by 1 again whenever you
gain a level in this class.\n As an action, you can gain a base AC of 13 + your
Constitution modifier if you aren't wearing armor, and your skin assumes a stony
appearance. This effect lasts until you end it as a bonus action, you are
incapacitated, or you don armor other than a shield.", :level 1, :name "Stone's
Durability"} {:description "Starting at 6th level, your command of earth magic
grows stronger, allowing you to harness it for your allies' protection.\n As a
bonus action, you can grant an aegis to one allied creature you can see within 60
feet of you. The aegis is a dim, gray aura of earth magic that protects the target.
Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 +
your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it
again, or until you are incapacitated.\n In addition, when a creature you can see
within 60 feet of you hits the protected target with a melee attack, you can use
your reaction to teleport to an unoccupied space you can see within 5 feet of the
attacker. You can teleport only if you and the attacker are on the same surface.
You can then make one melee weapon attack against the attacker. If that attack
hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at
11th level and 3d10 at 17th level.", :level 6, :name "Stone Aegis"} {:description
"Starting at 14th level, your mastery of earth magic allows you to add the force of
elemental earth to your spells. When you cast a spell that deals damage, choose one
creature damaged by that spell on the round you cast it. That creature takes extra
force damage equal to half your sorcerer level. This feature can be used only once
per casting of a spell.", :level 14, :name "Stone's Edge"} {:description "Beginning
at 18th level, when you use your Stone's Aegis to protect an ally, you can choose
up to three creatures to gain its benefits.", :level 18, :name "Earth Master's
Aegis"}]}}, :orcpub.dnd.e5/classes {:sorcerer-favoured-soul {nil
nil, :key :sorcerer-favoured-soul, :level-modifiers [{:type :weapon-
prof, :value :crossbow-light} {:type :weapon-prof, :value :dart} {:type :weapon-
prof, :value :sling} {:type :weapon-prof, :value :dagger} {:type :weapon-
prof, :value :quarterstaff} {:type :damage-immunity, :value :poison, :level
14}], :name "Sorcerer: Favoured Soul", :option-pack "UA - Sorcerer", :subclass-
title "", :level-selections [{:type :metamagic, :num 2, :level 3}
{:type :metamagic, :level 10} {:type :metamagic, :level 17}], :spellcasting
{:level-factor 1, :known-mode :schedule, :ability
:orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8
1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :cantrips? true, :cantrips-known {1 4, 4 1,
10 1}, :spell-list {0 #{:shape-water :dancing-lights :ray-of-frost :acid-
splash :mage-hand :lightning-lure :toll-the-dead :frostbite :booming-blade :minor-
illusion :thunderclap :fire-bolt :guidance :word-of-radiance :mending :sacred-flame
:resistance :shocking-grasp :control-flames :friends :virtue :chill-touch :true-
strike :create-bonfire :spare-the-dying :mold-earth :poison-spray :sword-
burst :hand-of-radiance :light :blade-
ward :thaumaturgy :prestidigitation :gust :infestation :message :green-flame-
blade}, 1 #{:thunderwave :create-or-destroy-water :guiding-hand :ray-of-
sickness :detect-magic :earth-tremor :shield :purify-food-and-drink :feather-
fall :detect-evil-and-good :ice-knife :magic-missile :protection-from-evil-and-good
:witch-bolt :command :fog-cloud :chaos-bolt :bless :sudden-awakening :comprehend-
languages :bane :disguise-self :shield-of-faith :inflict-wounds :false-
life :healing-word :expeditious-retreat :ceremony :absorb-elements :charm-
person :catapult :guiding-bolt :sanctuary :detect-poison-and-disease :cure-
wounds :mage-armor :burning-hands :sleep :color-spray :jump :silent-
image :chromatic-orb}, 2 #{:crown-of-madness :augury :calm-emotions :spiritual-
weapon :gentle-repose :blindness-deafness :prayer-of-healing :mind-spike :dust-
devil :scorching-ray :zone-of-truth :shadow-blade :silence :protection-from-
poison :continual-flame :enhance-ability :lesser-restoration :enlarge-
reduce :shatter :darkvision :snilloc-s-snowball-swarm :dragon-s-breath :alter-
self :suggestion :see-invisibility :detect-thoughts :levitate :mirror-image :cloud-
of-daggers :phantasmal-force :warding-bond :find-
traps :blur :pyrotechnics :maximilian-s-earthen-
grasp :invisibility :earthbind :warding-wind :locate-animals-or-plants :aganazzar-
s-scorcher :aid :hold-person :gust-of-wind :spider-
climb :darkness :knock :web :misty-step}, 3 #{:animate-
dead :daylight :sending :counterspell :blink :sleet-storm :water-breathing :melf-s-
minute-meteors :stinking-cloud :remove-curse :clairvoyance :dispel-magic :create-
food-and-water :spirit-guardians :mass-healing-word :hypnotic-
pattern :catnap :feign-death :meld-into-stone :glyph-of-warding :haste :life-
transference :fly :tongues :revivify :magic-circle :major-image :slow :wall-of-
water :tidal-wave :enemies-abound :lightning-bolt :protection-from-energy :flame-
arrows :fireball :bestow-curse :speak-with-dead :erupting-earth :beacon-of-
hope :water-walk :fear :thunder-step :gaseous-form}, 4 #{:dimension-door :ice-storm
:confusion :blight :dominate-beast :banishment :polymorph :storm-sphere :locate-
creature :sickening-radiance :control-water :watery-sphere :wall-of-fire :charm-
monster :divination :freedom-of-movement
:vitriolic-sphere :guardian-of-faith :greater-invisibility :death-ward :stone-
shape :stoneskin}, 5 #{:dawn :creation :greater-
restoration :seeming :cloudkill :animate-objects :enervation :mass-cure-
wounds :commune :wall-of-light :dispel-evil-and-good :raise-dead :dominate-
person :control-winds :insect-plague :synaptic-static :cone-of-cold :hold-
monster :teleportation-circle :planar-binding :flame-strike :legend-
lore :hallow :holy-weapon :wall-of-
stone :telekinesis :contagion :scrying :immolation :geas :far-step :skill-
empowerment}, 6 #{:move-earth :planar-ally :globe-of-invulnerability :chain-
lightning :mass-suggestion :sunbeam :investiture-of-ice :forbiddance :harm :blade-
barrier :scatter :arcane-gate :true-seeing :find-the-path :heroes-feast :mental-
prison :heal :disintegrate :word-of-recall :investiture-of-wind :investiture-of-
stone :eyebite :investiture-of-flame :create-undead :circle-of-death}, 7
#{:whirlwind :crown-of-stars :power-word-pain :prismatic-spray :conjure-
celestial :symbol :divine-word :temple-of-the-gods :regenerate :delayed-blast-
fireball :plane-shift :reverse-gravity :etherealness :teleport :fire-storm :finger-
of-death :resurrection}, 8 #{:control-weather :abi-dalzims-horrid-wilting :holy-
aura :dominate-monster :earthquake :sunburst :power-word-stun :antimagic-
field :incendiary-cloud}, 9 #{:meteor-swarm :astral-projection :power-word-
kill :wish :time-stop :mass-heal :psychic-scream :gate :true-resurrection :mass-
polymorph}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/cha true, :orcpub.dnd.e5.character/con true}, :skill-
expertise-options {:choose 0, :options {}}, :skill-options {:choose 2, :options
{:arcana true, :deception true, :insight true, :intimidation true, :persuasion
true, :religion true}}}, :hit-die 6, :props {:max-hp-bonus 1, :condition-immunity
{:poisoned true}}, :traits [{:name "Font of Magic", :description "At 2nd level, you
tap into a deep wellspring of magic within yourself. This wellspring is represented
by sorcery points, which allow you to create a variety of magical effects.\n •
You have sorcery points EQUAL TO YOUR SORCERER LEVEL. You regain all spent sorcery
points when you finish a long rest.\n • You can use your sorcery points to gain
additional spell slots, or sacrifice spell slots to gain additional sorcery points.
You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell
slot as a bonus action on your turn. The Creating Spell Slots table shows the cost
of creating a spell slot of a given level. You can create spell slots no higher in
level than 5th. Any spell slot you create with this feature vanishes when you
finish a long rest. 1st level = 2 sorcery points, 2nd lvl = 3sp, 3rd lvl = 5 sp,
4th lvl = 6 sp, 5th lvl = 7 sp.\n • Converting a Spell Slot to Sorcery Points. As
a bonus action on your turn, you can expend one spell slot and gain a number of
sorcery points equal to the slot's level", :level 2} {:name "Metamagic", :level
3, :description "At 3rd level, you gain the ability to twist your spells to suit
your needs. You gain two of the following Metamagic options of your choice. You
gain another one at 10th and 17th level. You can use only one Metamagic option on a
spell when you cast it, unless otherwise noted."} {:name "Sorcerous
Restoration", :level 20, :description "At 20th level, you regain 4 expended sorcery
points whenever you finish a short rest."} {:description "At 1st level, the
blessing of the gods grants you enhanced durability. Your hit point maximum
increases by 1, and it increases by 1 again whenever you gain a level in this
class.", :name "Supernatural Resilience"} {:description "Starting at 1st level,
divine power guards your destiny. If you fail a saving throw or miss with an attack
roll, you can roll 2d4 and add it to the total, possibly changing the outcome.\n
Once you use this feature, you can't use it again until you finish a short or long
rest", :name "Favoured by the Gods"} {:level 6, :description "At 6th level, your
divine essence causes you to undergo a minor physical transformation. Your
appearance takes on an otherworldly version of one of the following qualities (your
choice): beautiful, youthful, kind, or imposing.\n Whatever your choice, if your
proficiency bonus applies to a Charisma check, double that bonus.", :name "Blessed
Countenance"} {:level 14, :description "At 14th level, you become immune to
disease, poison damage, and the poisoned condition.", :name "Divine Purity"}
{:level 18, :description "At 18th level, you gain the ability to overcome grievous
injuries. As a bonus action when you have less than half of your hit points
remaining, you can regain a number of hit points equal to half your hit point
maximum.\n Once you use this feature, you can't use it again until you finish a
long rest.", :name "Unearthly Recovery"}]}}}, "UA - Starter Spells"
{:orcpub.dnd.e5/spells {:guiding-hand {:description "You create a Tiny incorporeal
hand of shimmering light in an unoccupied space you can see within range. The hand
exists for the duration, but it disappears if you teleport or you travel to a
different plane of existence.When the hand appears, you name one major landmark,
such as a city, mountain, castle, or battlefield on the same plane of existence as
you. Someone in history must have visited the site and mapped it. If the landmark
appears on no map in existence, the spell fails. Otherwise, whenever you move
toward the hand, it moves away from you at the same speed you moved, and it moves
in the direction of the landmark, always remaining 5 feet away from you. If you
don't move toward the hand, it remains in place until you do and beckons for you to
follow once every 1d4 minutes.", :key :guiding-hand, :school "divination", :name
"Guiding Hand", :duration "Concentration, up to 8 hours", :level 1, :option-pack
"UA - Starter Spells", :components {:somatic true, :verbal true}, :ritual
true, :casting-time "1 minute", :spell-lists {:bard true, :cleric true, :druid
true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard
true}, :range "5 feet"}, :healing-elixir {:description "You create a healing elixir
in a simple vial that appears in your hand. The elixir retains its potency for the
duration or until it's consumed, at which point the vial vanishes. As an action, a
creature can drink the elixir or administer it to another creature. The drinker
regains 2d4 + 2 hit points.", :key :healing-elixir, :school "conjuration", :name
"Healing Elixir", :duration "24 hours", :level 1, :option-pack "UA - Starter
Spells", :components {:material true, :material-component "Alchemist's
supplies", :somatic true, :verbal true}, :casting-time "1 minute", :spell-lists
{:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
false, :warlock true, :wizard true}, :range "Self"}, :puppet {:description "Your
gesture forces one humanoid you can see within range to make a Constitution saving
throw. On a failed save, the target must move up to its speed in a direction you
choose. In addition, you can cause the target to drop whatever it is holding. This
spell has no effect on a humanoid that is immune to being
charmed.", :key :puppet, :school "enchantment", :name "Puppet", :duration
"Instantaneous", :level 1, :option-pack "UA - Starter Spells", :components
{:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false,
:druid false, :paladin false, :ranger false, :sorcerer false, :warlock
true, :wizard true}, :range "120 feet"}, :sense-emotion {:description "You attune
your senses to pick up the emotions of others for the duration. When you cast the
spell, and as your action on each turn until the spell ends, you can focus your
senses on one humanoid you can see within 30 feet of you. You instantly learn the
target's prevailing emotion, whether it's love, anger, pain, fear, calm, or
something else. If the target isn't actually humanoid or it is immune to being
charmed, you sense that it is calm.", :key :sense-emotion, :school
"divination", :name "Sense Emotion", :duration "Concentration, up to 10
minutes", :level 1, :option-pack "UA - Starter Spells", :components {:somatic true,
:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric
false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true,
:wizard true}, :range "Self"}, :wild-cunning {:description "You call out to the
spirits of nature to aid you. When you cast this spell, choose one of the following
effects:\n • If there are any tracks on the ground within range, you know where
they are, and you make Wisdom (Survival) checks to follow these tracks with
advantage for 1 hour or until you cast this spell again.\n • If there is edible
forage within range, you know it and where to find it.\n • If there is clean
drinking water within range, you know it and where to find it.\n • If there is
suitable shelter for you and your companions with range, you know it and where to
find.\n • Send the spirits to bring back wood for a fire and to set up a campsite
in the area using your supplies. The spirits build the fire in a circle of stones,
put up tents, unroll bedrolls, and put out any rations and water for consumption.\n
• Have the spirits instantly break down a campsite, which includes putting out a
fire, taking down tents, packing up bags, and burying any rubbish.", :key :wild-
cunning, :school "transmutation", :name "Wild Cunning", :duration
"Instantaneous", :level 1, :option-pack "UA - Starter Spells", :components
{:somatic true, :verbal true}, :ritual true, :casting-time "1 action", :spell-lists
{:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer
false, :warlock false, :wizard false}, :range "120 feet"}, :unearthly-chorus
{:description
"Music of a style you choose fills the air around you in a 30-foot radius. The
music spreads around corners and can be heard from up to 100 feet away. The music
moves with you, centered on you for the duration. Until the spell ends, you make
Charisma (Performance) checks with advantage. In addition, you can use a bonus
action on each of your turns to beguile one creature you choose within 30 feet of
you that can see you and hear the music. The creature must make a Charisma saving
throw. If you or your companions are attacking it, the creature automatically
succeeds on the saving throw. On a failure, the creature becomes friendly to you
for as long as it can hear the music and for 1 hour thereafter. You make Charisma
(Deception) checks and Charisma (Persuasion) checks against creatures made friendly
by this spell with advantage.", :key :unearthly-chorus, :school "illusion", :name
"Unearthly Chorus", :duration "Concentration, up to 10 minutes", :level 1, :option-
pack "UA - Starter Spells", :components {:verbal true}, :casting-time "1
action", :spell-lists {:bard true, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self
(30-foot-radius)"}, :sudden-awakening {:description "Each sleeping creature you
choose within range awakens, and then each prone creature within range can stand up
without expending any movement.", :key :sudden-awakening, :school
"enchantment", :name "Sudden Awakening", :duration "Instantaneous", :level
1, :option-pack "UA - Starter Spells", :components {:verbal true}, :casting-time "1
bonus action", :spell-lists {:bard true, :cleric false, :druid false, :paladin
false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "10
feet"}, :virtue {:description "You touch one creature, imbuing it with vitality. If
the target has at least 1 hit point, it gains a number of temporary hit points
equal to 1d4 + your spellcasting ability modifier. The temporary hit points are
lost when the spell ends.", :key :virtue, :school "abjuration", :name
"Virtue", :duration "1 round", :level 0, :option-pack "UA - Starter
Spells", :components {:somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:bard false, :cleric true, :druid false, :paladin
false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range
"Touch"}, :hand-of-radiance {:description "You raise your hand, and burning
radiance erupts from it. Each creature of your choice that you can see within 5
feet of you must succeed on a Constitution saving throw or take 1d6 radiant
damage.\n The spell's damage increases by 1d6 when you reach 5th level (2d6),
11th level (3d6), and 17th level (4d6).", :key :hand-of-radiance, :school
"evocation", :name "Hand of Radiance", :duration "Instantaneous", :level
0, :option-pack "UA - Starter Spells", :components {:somatic true, :verbal
true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid
false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard
false}, :range "Self (5-foot radius)"}}}, "UA - Artificer" {:orcpub.dnd.e5/classes
{:artificer {nil nil, :key :artificer, :level-modifiers [{:type :tool-
prof, :value :thieves-tools} {:type :weapon-prof, :value :simple} {:type :armor-
prof, :value :light} {:type :armor-prof, :value :medium} {:type :spell, :value
{:ability :int, :key :detect-magic, :level 1}} {:type :spell, :value
{:ability :int, :key :identify, :level 1}}], :name "Artificer", :option-pack "UA -
Artificer", :subclass-title "Artificer Specialist", :level-selections [{:level
2, :type :wondrous-invention-lv-2} {:level 5, :type :wondrous-invention-lv-5}
{:level 10, :type :wondrous-invention-lv-10} {:level 15, :type :wondrous-invention-
lv-15} {:level 20, :type :wondrous-invention-lv-20} {:num 2, :type :tool-
proficiency}], :spellcasting {:ability :orcpub.dnd.e5.character/int, :known-
mode :schedule, :level-factor 3, :spell-list {1 #{:alarm :longstrider :disguise-
self :shield-of-faith :false-life :expeditious-retreat :sanctuary :cure-
wounds :jump}, 2 #{:arcane-lock :rope-trick :protection-from-poison :continual-
flame :enhance-ability :lesser-restoration :enlarge-reduce :darkvision :alter-
self :see-invisibility :magic-weapon :levitate :blur :invisibility :aid :spider-
climb}, 3 #{:blink :water-breathing :glyph-of-
warding :haste :fly :revivify :protection-from-energy :water-walk :gaseous-form}, 4
#{:fabricate :leomunds-secret-chest :mordenkainens-faithful-hound :freedom-of-
movement :mordenkainens-private-sanctum :otilukes-resilient-sphere :arcane-
eye :death-ward :stone-shape :stoneskin}}, :spells-known {3 3, 4 1, 7 1, 8 1, 10 1,
11 1, 13 1, 14 1, 16 1, 19 1, 20 1}}, :ability-increase-levels [4 8 12 16
18], :profs {:save {:orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/int
true}, :skill-options {:choose 3, :options {:arcana true, :deception true, :history
true, :investigation true, :medicine true, :nature true, :religion true, :sleight-
of-hand true}}}, :hit-die 8, :traits [{:description "You can cast detect magic and
identify as rituals, and need no components for identify.", :name "Magic Item
Analysis"} {:description "Your proficiency bonus is doubled for any ability check
you make using any tool proficiencies you chose with the Artificer class.", :level
2, :name "Tool Expertise"} {:description "You know some spells, primarily concerned
with modifying creatures and objects or creating items.\n You may use an arcane
focus as a spellcasting focus for your spells.", :level 3, :name "Spellcasting"}
{:description "When you cast an artificer spell with a casting time of 1 action,
you can increase the casting time to 1 minute. If you do so while holding a
nonmagical item, you expend a spell slot but the spell's effect is transferred to
the item. \n Any creature with Intelligence of at least 6 can thereafter use an
action to activate the spell if it has the item. The spell uses Intelligence as its
ability, and targets the creature holding the item. If it targets an area, the area
is centered on the item. If it targets multiple targets, the creature chooses the
other targets.\n You can infuse only as many items as your Intelligence modifier,
and for only 8 hours at a time.", :level 4, :name "Infuse Magic"} {:description
"You can now attune to up to 4 magical items at a time.", :level 5, :name "Superior
Attunement"} {:description "Ignore Superior Attunement; you can now attune to up to
5 magical items at a time.", :level 15, :name "Superior Superior Attunement"}
{:description "You have created a mechanical beast in the shape of any Large beast
with a CR of 2 or less. Use the standard stats, except: It is a construct instead
of a beast; it cannot be charmed or poisoned, or suffer poison damage; it has
darkvision of 60 feet; it understands your languages, but cannot speak.\n If you
are melee attacked and the servant is within 5 feet of the attacker, you may use
your reaction to command the servant to use its reaction to melee attack the
attacker (got that?).\n Otherwise, the servant rolls and acts on its own in
combat. If killed, it can be brought back with normal means, or by spending a long
rest repairing it if it's repairable. If it's not, spend 1,000gp and 8 hours a day
for 10 days to build a new one.", :level 6, :name "Mechanical Servant"}
{:description "Ignore other Attunement features; You can now attune to up to 6
magical items at a time. In addition, you get a +1 bonus on all saving throws for
each magical item you're currently attuned to.", :level 20, :name "Soul of
Artifice"}]}}, :orcpub.dnd.e5/selections {:wondrous-invention-lv-2 {:key :wondrous-
invention-lv-2, :name "Wondrous Invention Lv 2", :option-pack "UA -
Artificer", :options [{:description "You have created a bag of holding, which
always weighs 15 lbs but can carry 500 lbs. See DMG for details.", :name "Bag of
Holding"} {:description "You have created a cap of water breathing, allowing...
well, take a guess. See DMG for details.", :name "Cap of Water Breathing"}
{:description "You have created a driftglobe, providing light on command and
casting daylight once/long rest; see DMG for details.", :name "Driftglobe"}
{:description "You have created a pair of goggles of night, providing you 60
additional feet of darkvision. See DMG for details.", :name "Goggles of Night"}
{:description "You have created a pair of sending stones, allowing for instant
messages between the two. See DMG for details.", :name "Sending
Stones"}]}, :wondrous-invention-lv-20 {:key :wondrous-invention-lv-20, :name
"Wondrous Invention Lv 20", :option-pack "UA - Artificer", :options [{:description
"You have created eyes of the eagle, providing Perception advantage while attuned.
See the DMG for details.", :name "Eyes of the Eagle"} {:description "You have
created a gem of brightness, providing light for fun or attack. See the DMG for
details.", :name "Gem of Brightness"} {:description "You have created gloves of
missile snaring, allowing defense against ranged attacks while attuned. See the DMG
for details.", :name "Gloves of Missile Snaring"} {:description "You have created
gloves of swimming and climbing, allowing swimming and climbing as easily as
walking while attuned. See the DMG for details.", :name "Gloves of Swimming and
Climbing"} {:description "You have created a ring of jumping, allowing casting jump
at will while attuned. See the DMG for details.", :name "Ring of Jumping"}
{:description "You have created a ring of mind shielding, defending against mind
readers while attuned. See the DMG for important details.", :name "Ring of Mind
Shielding"} {:description "You have created wings of flying, allowing limited
flying while attuned. See the DMG for details.", :name "Wings of
Flying"}]}, :wondrous-invention-lv-5 {:key :wondrous-invention-lv-5, :name
"Wondrous Invention Lv 5", :option-pack "UA - Artificer", :options [{:description
"You have created an alchemy jug, creating arbitrary liquids by magic. See the DMG
for details.", :name "Alchemy Jug"} {:description "You have created a Helm of
Comprehending Languages, allowing you to cast comprehend languages at will with an
action while worn.", :name "Helm of Comprehending Languages"} {:description "You
have created the Lantern of Revealing, creating bright light and revealing
invisibility. See DMG for details.", :name "Lantern of Revealing"} {:description
"You have created the Ring of Swimming, giving you 40ft of swimming speed while
worn.", :name "Ring of Swimming"} {:description "You have created the Robe of
Useful Items. See DMG for details.", :name "Robe of Useful Items"} {:description
"You have created the Rope of Climbing, 60-ft long magical rope. See DMG for
details.", :name "Rope of Climbing"} {:description "You have created the Wand of
Magic Detection, allowing the casting of detect magic. See DMG for details.", :name
"Wand of Magic Detection"} {:description "You have created the Wand of Secrets,
allowing the detection of secret doors. See DMG for details.", :name "Wand of
Secrets"}]}, :alchemical-formula-lv-9 {:key :alchemical-formula-lv-9, :name
"Alchemical Formula Lv 9", :option-pack "UA - Artificer", :options [{:description
"Action: pull out a vial of liquid. A creature can drink to regain 1d8 HP,
once/long rest. Disappears after 1 hour if not used. Only one can exist at a time.\
n Health regained improves by 1d8 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19,
up to a maximum of 10d8.", :name "Formula: Healing Draught"} {:description "Action:
pull out a smoking stick. Hold it or throw up to 30 ft as part of the same action.
A 10-ft radius around the stick is filled with smoke that blocks vision and
darkvision. It persists for 1 minute. Must wait 1 minute before using
again.", :name "Formula: Smoke Stick"} {:description "Bonus Action: pull out vial
with brown liquid. A creature can drink it with an action to increase speed by 20
ft for 1 minute. Vial disappears after 1 minute. Must wait 1 minute before using
this formula again.", :name "Formula: Swift Step Draught"} {:description "Action:
pull out a bag filled with tar and throw it at the ground within 30 feet of you. It
bursts on impact and covers the ground in a 5-foot radius with sticky goo, which
turns it into difficult terrain for 1 minute. Any creature beginning a turn in that
area has its speed halved for that turn. Must wait 1 minute to use formula again.",
:name "Formula: Tanglefoot Bag"} {:description "Action: pull out crystalline shard
and hurl it at something within 30 feet. It explodes with concussive energy. Every
creature within 10 ft of the point of impact must succeed on a CON saving throw or
be knocked prone and pushed 10 feet away from that point.", :name "Formula:
Thunderstone"}]}, :alchemical-formula-lv-3 {:key :alchemical-formula-lv-3, :name
"Alchemical Formula Lv 3", :option-pack "UA - Artificer", :options [{:description
"Action: pull out a vial of liquid. A creature can drink to regain 1d8 HP,
once/long rest. Disappears after 1 hour if not used. Only one can exist at a time.\
n Health regained improves by 1d8 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19,
up to a maximum of 10d8.", :name "Formula: Healing Draught"} {:description "Action:
pull out a smoking stick. Hold it or throw up to 30 ft as part of the same action.
A 10-ft radius around the stick is filled with smoke that blocks vision and
darkvision. It persists for 1 minute. Must wait 1 minute before using
again.", :name "Formula: Smoke Stick"} {:description "Bonus Action: pull out vial
with brown liquid. A creature can drink it with an action to increase speed by 20
ft for 1 minute. Vial disappears after 1 minute. Must wait 1 minute before using
this formula again.", :name "Formula: Swift Step Draught"} {:description "Action:
pull out a bag filled with tar and throw it at the ground within 30 feet of you. It
bursts on impact and covers the ground in a 5-foot radius with sticky goo, which
turns it into difficult terrain for 1 minute. Any creature beginning a turn in that
area has its speed halved for that turn. Must wait 1 minute to use formula again.",
:name "Formula: Tanglefoot Bag"} {:description "Action: pull out crystalline shard
and hurl it at something within 30 feet. It explodes with concussive energy. Every
creature within 10 ft of the point of impact must succeed on a CON saving throw or
be knocked prone and pushed 10 feet away from that point.", :name "Formula:
Thunderstone"}]}, :alchemical-formula {:key :alchemical-formula, :name "Alchemical
Formula", :option-pack "UA - Artificer", :options [{:description "Action: pull out
a vial of liquid. A creature can drink to regain 1d8 HP, once/long rest. Disappears
after 1 hour if not used. Only one can exist at a time.\n Health regained
improves by 1d8 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, up to a maximum of
10d8.", :name "Formula: Healing Draught"} {:description "Action: pull out a smoking
stick. Hold it or throw up to 30 ft as part of the same action. A 10-ft radius
around the stick is filled with smoke that blocks vision and darkvision. It
persists for 1 minute. Must wait 1 minute before using again.", :name "Formula:
Smoke Stick"} {:description "Bonus Action: pull out vial with brown liquid. A
creature can drink it with an action to increase speed by 20 ft for 1 minute. Vial
disappears after 1 minute. Must wait 1 minute before using this formula
again.", :name "Formula: Swift Step Draught"} {:description "Action: pull out a bag
filled with tar and throw it at the ground within 30 feet of you. It bursts on
impact and covers the ground in a 5-foot radius with sticky goo, which turns it
into difficult terrain for 1 minute. Any creature beginning a turn in that area has
its speed halved for that turn. Must wait 1 minute to use formula again.", :name
"Formula: Tanglefoot Bag"} {:description "Action: pull out crystalline shard and
hurl it at something within 30 feet. It explodes with concussive energy. Every
creature within 10 ft of the point of impact must succeed on a CON saving throw or
be knocked prone and pushed 10 feet away from that point.", :name "Formula:
Thunderstone"}]}, :wondrous-invention-lv-15 {:key :wondrous-invention-lv-15, :name
"Wondrous Invention Lv 15", :option-pack "UA - Artificer", :options [{:description
"You have created boots of striding and springing, allowing for better walking and
jumping while attuned. See the DMG for details.", :name "Boots of Striding and
Springing"} {:description "You have created bracers of archery, providing bow
proficiency and +2 to damage rolls while attuned. See the DMG for details.", :name
"Bracers of Archery"} {:description "You have created a brooch of shielding,
providing resistance to force damage and immunity to magic missile while attuned.",
:name "Brooch of Shielding"} {:description "You have created a broom of flying,
allowing for... flying. See the DMG for details.", :name "Broom of Flying"}
{:description "You have created a hat of disguise, allowing casting disguise self
at will while attuned. See the DMG for details.", :name "Hat of Disguise"}
{:description "You have created slippers of spider climbing, allowing easy climbing
while attuned. See the DMG for details.", :name "Slippers of Spider
Climbing"}]}, :tool-proficiency {:key :tool-proficiency, :name "Tool
Proficiency", :option-pack "UA - Artificer", :options [{:description "You have
proficiency via the Artificer class.", :name "Artisan's tools"} {:description "You
have proficiency via the Artificer class.", :name "Alchemist's supplies"}
{:description "You have proficiency via the Artificer class.", :name "Brewer's
supplies"} {:description "You have proficiency via the Artificer class.", :name
"Calligrapher's supplies"} {:description "You have proficiency via the Artificer
class.", :name "Carpenter's tools"} {:description "You have proficiency via the
Artificer class.", :name "Cartographer's tools"} {:description "You have
proficiency via the Artificer class.", :name "Cobbler's tools"} {:description "You
have proficiency via the Artificer class.", :name "Cook's utensils"} {:description
"You have proficiency via the Artificer class.", :name "Glassblower's tools"}
{:description "You have proficiency via the Artificer class.", :name "Jeweler's
tools"} {:description "You have proficiency via the Artificer class.", :name
"Leatherworker's tools"} {:description "You have proficiency via the Artificer
class.", :name "Mason's tools"} {:description "You have proficiency via the
Artificer class.", :name "Painter's supplies"} {:description "You have proficiency
via the Artificer class.", :name "Potter's tools"} {:description "You have
proficiency via the Artificer class.", :name "Smith's tools"} {:description "You
have proficiency via the Artificer class.", :name "Tinker's tools"} {:description
"You have proficiency via the Artificer class.", :name "Weaver's tools"}
{:description "You have proficiency via the Artificer class.", :name "Woodcarver's
tools"} {:description "You have proficiency via the Artificer class.", :name
"Disguise kit"} {:description "You have proficiency via the Artificer
class.", :name "Forgery kit"} {:description "You have proficiency via the Artificer
class.", :name "Herbalism kit"} {:description "You have proficiency via the
Artificer class.", :name "Navigator's tools"} {:description "You have proficiency
via the Artificer class.", :name "Poisoner's kit"} {:description "You have
proficiency via the Artificer class.", :name "Vehicles (land)"} {:description "You
have proficiency via the Artificer class.", :name "Vehicles
(water)"}]}, :alchemical-formula-lv-17 {:key :alchemical-formula-lv-17, :name
"Alchemical Formula Lv 17", :option-pack "UA - Artificer", :options [{:description
"Action: pull out a vial of liquid. A creature can drink to regain 1d8 HP,
once/long
rest. Disappears after 1 hour if not used. Only one can exist at a time.\n
Health regained improves by 1d8 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, up to
a maximum of 10d8.", :name "Formula: Healing Draught"} {:description "Action: pull
out a smoking stick. Hold it or throw up to 30 ft as part of the same action. A 10-
ft radius around the stick is filled with smoke that blocks vision and darkvision.
It persists for 1 minute. Must wait 1 minute before using again.", :name "Formula:
Smoke Stick"} {:description "Bonus Action: pull out vial with brown liquid. A
creature can drink it with an action to increase speed by 20 ft for 1 minute. Vial
disappears after 1 minute. Must wait 1 minute before using this formula
again.", :name "Formula: Swift Step Draught"} {:description "Action: pull out a bag
filled with tar and throw it at the ground within 30 feet of you. It bursts on
impact and covers the ground in a 5-foot radius with sticky goo, which turns it
into difficult terrain for 1 minute. Any creature beginning a turn in that area has
its speed halved for that turn. Must wait 1 minute to use formula again.", :name
"Formula: Tanglefoot Bag"} {:description "Action: pull out crystalline shard and
hurl it at something within 30 feet. It explodes with concussive energy. Every
creature within 10 ft of the point of impact must succeed on a CON saving throw or
be knocked prone and pushed 10 feet away from that point.", :name "Formula:
Thunderstone"}]}, :wondrous-invention-lv-10 {:key :wondrous-invention-lv-10, :name
"Wondrous Invention Lv 10", :option-pack "UA - Artificer", :options [{:description
"You have created a bag of beans, allowing for random effects. See the DMG for
details.", :name "Bag of Beans"} {:description "You have created a chime of
opening, allowing easy access to openable things. See the DMG for details.", :name
"Chime of Opening"} {:description "You have created a decanter of endless water,
producing water in various amounts. See the DMG for details.", :name "Decanter of
Endless Water"} {:description "You have created eyes of minute seeing, allowing
excellent sight within 1 foot. See the DMG for details.", :name "Eyes of Minute
Seeing"} {:description "You have created a folding boat, allowing for portable
naval transportation. See the DMG for details.", :name "Folding Boat"}
{:description "You have created (a facsimile of) Heward's Handy Haversack,
lightening your load. See the DMG for details.", :name "Heward's Handy
Haversack"}]}, :alchemical-formula-lv-14 {:key :alchemical-formula-lv-14, :name
"Alchemical Formula Lv 14", :option-pack "UA - Artificer", :options [{:description
"Action: pull out a vial of liquid. A creature can drink to regain 1d8 HP,
once/long rest. Disappears after 1 hour if not used. Only one can exist at a time.\
n Health regained improves by 1d8 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19,
up to a maximum of 10d8.", :name "Formula: Healing Draught"} {:description "Action:
pull out a smoking stick. Hold it or throw up to 30 ft as part of the same action.
A 10-ft radius around the stick is filled with smoke that blocks vision and
darkvision. It persists for 1 minute. Must wait 1 minute before using
again.", :name "Formula: Smoke Stick"} {:description "Bonus Action: pull out vial
with brown liquid. A creature can drink it with an action to increase speed by 20
ft for 1 minute. Vial disappears after 1 minute. Must wait 1 minute before using
this formula again.", :name "Formula: Swift Step Draught"} {:description "Action:
pull out a bag filled with tar and throw it at the ground within 30 feet of you. It
bursts on impact and covers the ground in a 5-foot radius with sticky goo, which
turns it into difficult terrain for 1 minute. Any creature beginning a turn in that
area has its speed halved for that turn. Must wait 1 minute to use formula again.",
:name "Formula: Tanglefoot Bag"} {:description "Action: pull out crystalline shard
and hurl it at something within 30 feet. It explodes with concussive energy. Every
creature within 10 ft of the point of impact must succeed on a CON saving throw or
be knocked prone and pushed 10 feet away from that point.", :name "Formula:
Thunderstone"}]}}, :orcpub.dnd.e5/subclasses {:alchemist
{:class :artificer, :key :alchemist, :level-modifiers [], :level-selections
[{:level 1, :type :alchemical-formula} {:level 3, :type :alchemical-formula-lv-3}
{:level 9, :type :alchemical-formula-lv-9} {:level 14, :type :alchemical-formula-
lv-14} {:level 17, :type :alchemical-formula-lv-17}], :name "Alchemist", :option-
pack "UA - Artificer", :traits [{:description "You have created a magical satchel
containing everything you need for your Alchemical Formula options. If you lose it,
you can create a new one by spending 100gp and 8 hours a day for 3 days.", :name
"Alchemist's Satchel"} {:description "To use any Alchemical Formula options, your
Alchemist's Satchel must be within reach.\n If any of the options requires a
saving throw, the DC is 8 + your proficiency bonus + your Intelligence
modifier.", :name "Alchemical Formula"} {:description "Action: pull out a vial of
volatile liquid and throw it at something within 30 ft of you. It detonates in a 5
ft radius and any creature in that area must succeed on a DEX saving throw or
suffer 1d6 fire damage.\n Damage increases by 1d6 at levels 4, 7, 10, 13, 16, and
19, up to a maximum of 7d6.", :name "Formula: Alchemical Fire"} {:description
"Action: pull out a vial of acid and throw it at a target within 30 ft of you. It
shatters on impact and that target must succeed on a DEX saving throw or suffer 1d6
acid damage. Objects automatically take the damage AND the damage is maximized.\n
Damage is increased by 1d6 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, up to a
maximum of 10d6.", :name "Formula: Alchemical Acid"}]}, :gunsmith
{:class :artificer, :key :gunsmith, :level-modifiers [{:type :tool-
prof, :value :smiths-tools} {:type :spell, :value {:ability :int, :key :mending}}],
:level-selections [], :name "Gunsmith", :option-pack "UA - Artificer", :traits
[{:description "You have forged a deadly firearm. It is a two-handed ranged weapon
that deals 2d6 piercing damage at 150/500 range. Reloading is a bonus action. If
lost, another can be rebuilt with 8 hours a day for 3 days and 100gp.", :name
"Thunder Cannon"} {:description "You have crafted a leather bag to carry your
Thunder Cannon ammunition and accessories. At the end of each long rest, you can
create 40 rounds of ammunition from the magazine. After a short rest you can create
10. If you lose the magazine, you can create a new one during a long rest with 25
gp of materials.", :name "Arcane Magazine"} {:description "Action: make a special
attack with your Thunder Cannon which deals an extra 1d6 thunder damage. Damage
increases by 1d6 at levels 5, 7, 9, 11, 13, 15, 17, and 19, up to a maximum of
9d6.", :level 3, :name "Thunder Monger"} {:description "Action: make a special
attack with your Thunder Cannon. No attack roll; instead, each creature in a 15
foot cone must make a STR saving throw against DC 8 + proficiency + your INT
modifier. On failure, they take 2d6 force damage and are pushed 10 feet.\n Damage
is increased by 1d6 at levels 13 and 17, to a maximum of 4d6.", :level 9, :name
"Blast Wave"} {:description "Action: make a special lightning attack with your
Thunder Cannon. No attack roll; instead, each creature in a 5-ft wide, 30-ft long
area must make a DEX saving throw against DC 8 + proficiency + your INT modifier.
On failure, they take 4d6 lightning damage. This increases to 6d6 at level
19.", :level 14, :name "Piercing Round"} {:description "Action: make a special
explosive attack with your Thunder Cannon. No attack roll; instead, choose a point
within range. The explosive round detonates in a 30-ft radius from that spot. Each
creature in the radius must make a DEX saving throw against DC 8 + proficiency +
your INT modifier. On failure, the targets take 4d8 fire damage.", :level 17, :name
"Explosive Round"}]}}}, "UA - Class Feature Variants (Warlock Invocations and
Pact)" {:orcpub.dnd.e5/invocations {:eldritch-mind-prerequisite-pact-of-the-tome-
{:option-pack "UA - Class Feature Variants (Warlock Invocations and Pact)", :name
"Eldritch Mind (Prerequisite: Pact of the Tome)", :description "You have advantage
on Constitution saving throws that you make to maintain your concentration on a
spell.", :key :eldritch-mind-prerequisite-pact-of-the-tome-}, :eldritch-armor-
prerequisite-pact-of-the-blade- {:option-pack "UA - Class Feature Variants (Warlock
Invocations and Pact)", :name "Eldritch Armor (Prerequisite: Pact of the
Blade)", :description "As an action, you can touch a suit of armor that isn't being
worn or carried by anyone and instantly don it, provided you aren't wearing armor
already. You are proficient with this suit of armor until it's
removed.", :key :eldritch-armor-prerequisite-pact-of-the-blade-}, :bond-of-the-
talisman-prerequisite-12th-level-pact-of-the-talisman- {:option-pack "UA - Class
Feature Variants (Warlock Invocations and Pact)", :name "Bond of the Talisman
(Prerequisite: 12th level, Pact of the Talisman)", :description "While someone else
is wearing your talisman, you can use your action to teleport to the unoccupied
space closest to them, provided the two of you are on the same plane of existence.
The wearer of your talisman can do the same thing, using their action to teleport
to you.", :key :bond-of-the-talisman-prerequisite-12th-level-pact-of-the-
talisman-}, :gift-of-the-protectors-prerequisite-9th-level-pact-of-the-tome-
{:option-pack "UA - Class Feature Variants (Warlock Invocations and Pact)", :name
"Gift of the Protectors (Prerequisite: 9th level, Pact of the Tome)", :description
"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 Charisma modifier (minimum of 1).\n When any
creature whose name is on the page is reduced to 0 hit points but not killed
outright, the creature magically drops to 1 hit point instead. Once this magic is
triggered, no creature can benefit from it until you finish a long rest.\n As an
action, you can magically erase a name on the page by touching the name on
it.", :key :gift-of-the-protectors-prerequisite-9th-level-pact-of-the-tome-}, :far-
scribe-prerequisite-5th-level-pact-of-the-tome- {:option-pack "UA - Class Feature
Variants (Warlock Invocations and Pact)", :name "Far Scribe (Prerequisite: 5th
level, Pact of the Tome)", :description "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 Charisma modifier
(minimum of 1).\n You can cast the sending spell, targeting a creature whose name
is on the page, without using a spell slot and without using material components.
To do so, you must write the message on the page. The target hears the message in
their mind, and if the target replies, their message appears on the page, rather
than in your mind. The writing disappears after 1 minute.\n As an action, you can
magically erase a name on the page by touching the name on it.", :key :far-scribe-
prerequisite-5th-level-pact-of-the-tome-}, :investment-of-the-chain-master-
prerequisite-pact-of-the-chain- {:option-pack "UA - Class Feature Variants (Warlock
Invocations and Pact)", :name "Investment of the Chain Master (Prerequisite: Pact
of the Chain)", :description "When you cast find familiar, you infuse the summoned
familiar with a measure of your eldritch power, granting the creature the following
benefits:\n • The familiar gains either a flying speed or a swimming speed (your
choice) of 40 feet.\n • The familiar no longer needs to breathe.\n • The
familiar's weapon attacks are considered magical for the purpose of overcoming
immunity and resistance to nonmagical attacks.\n • If the familiar forces a
creature to make a saving throw, it uses your spell save DC.", :key :investment-of-
the-chain-master-prerequisite-pact-of-the-chain-}, :rebuke-of-the-talisman-
prerequisite-pact-of-the-talisman- {:option-pack "UA - Class Feature Variants
(Warlock Invocations and Pact)", :description "When the wearer of your talisman is
hit by an attacker you can see within 30 feet of you, you can use your reaction to
deal psychic damage to the attacker equal to your Charisma modifier (minimum of 1
damage) and push it up to 10 feet away from the talisman's wearer.", :name "Rebuke
of the Talisman (Prerequisite: Pact of the Talisman)", :key :rebuke-of-the-
talisman-prerequisite-pact-of-the-talisman-}, :chain-master-s-fury-prerequisite-
9th-level-pact-of-the-chain- {:option-pack "UA - Class Feature Variants (Warlock
Invocations and Pact)", :name "Chain Master's Fury (Prerequisite: 9th level, Pact
of the Chain)", :description "As a bonus action, you can command your familiar to
make one attack.", :key :chain-master-s-fury-prerequisite-9th-level-pact-of-the-
chain-}, :protection-of-the-talisman-prerequisite-9th-level-pact-of-the-talisman-
{:option-pack "UA - Class Feature Variants (Warlock Invocations and Pact)", :name
"Protection of the Talisman (Prerequisite: 9th level, Pact of the
Talisman)", :description "When the wearer of your talisman makes a saving throw in
which they lack proficiency, they can add a d4 to the roll.", :key :protection-of-
the-talisman-prerequisite-9th-level-pact-of-the-talisman-}}, :orcpub.dnd.e5/boons
{:pact-of-the-talisman {:option-pack "UA - Class Feature Variants (Warlock
Invocations and Pact)", :name "Pact of the Talisman", :description "Your patron
gives you a special amulet, a talisman that can aid you, or anyone else who wears
it, when the need is great. When the wearer makes an ability check with a skill in
which they lack proficiency, they can add a d4 to the roll.\n If you lose the
talisman, you can perform a 1-hour ceremony to receive a replacement from your
patron. This ceremony can be performed during a short or long rest, and it destroys
the previous amulet.\n The talisman turns to ash when you die.", :key :pact-of-
the-talisman}}}, "UA - Warlock and Wizard" {:orcpub.dnd.e5/subclasses {:the-raven-
queen {:class :warlock, :traits [{:name "Sentinel Raven", :description "You gain
the service of\ta spirit sent by the Raven Queen to watch over you. The\tspirit
assumes the form\tand game statistics of a raven,\tand it always obeys your
commands, which you can give telepathically while it is within 100 feet of you.\n
While the raven is perched on your shoulder, you gain darkvision with a range of 30
feet and a bonus to your passive Wisdom (Perception) score and to Wisdom
(Perception) checks. The bonus equals your Charisma modifier. While perched on your
shoulder, the raven can't be targeted by any attack or other harmful effect; only
you can cast spells on it; it can't take damage; and it is incapacitated.\n You
can see through the raven's eyes and hear what it hears while it is within 100 feet
of you.\n In combat, you roll initiative for the raven and control how it acts.
If it is slain by a creature, you gain advantage on all attack rolls against the
killer for the next 24 hours.\n The raven doesn't require sleep. While it is
within 100 feet of you, it can awaken you from sleep as a bonus action.\n The
raven vanishes when it dies, if you die, or if the two of you are separated by more
than 5 miles.\n At the end of a short or long rest, you can call the raven back
to you—no matter where it is or whether it died—and it reappears within 5 feet of
you."} {:name "Soul of the Raven ", :description "At 6th level, you gain the
ability to merge with your raven spirit. As a bonus action when your raven is
perched on your shoulder, your body merges with your raven's form. While merged,
you become Tiny, you replace your speed with the raven's, and you can use your
action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you
gain the benefits of your raven being perched on your shoulder. As an action, you
and the raven return to normal.", :level 6} {:name "Raven's Shield", :description
"At 10th level, the Raven Queen grants you a protective blessing. You gain
advantage on death saving throws, immunity to the frightened condition, and
resistance to necrotic damage.", :level 10} {:level 14, :description "You can
channel the Raven Queen's power to slay a creature. You can cast finger of death.
After you cast the spell with this feature, you can't do so again until you finish
a long rest.", :name "Queen's Right Hand"}], :level-modifiers [{:type :damage-
resistance, :level 10, :value :necrotic} {:type :spell, :level 14, :value {:level
7, :key :finger-of-death, :ability :orcpub.dnd.e5.character/cha}}], :option-pack
"UA - Warlock and Wizard", :warlock-spells {1 {0 :false-life, 1 :sanctuary}, 2
{0 :silence, 1 :spiritual-weapon}, 3 {0 :feign-death, 1 :speak-with-dead}, 4
{0 :ice-storm, 1 :locate-creature}, 5 {0 :commune, 1 :cone-of-cold}}, :name "The
Raven Queen", :key :the-raven-queen, :level-selections []}, :lore-mastery
{:class :wizard, :key :lore-mastery, :level-modifiers [], :name "Lore
Mastery", :option-pack "UA - Warlock and Wizard", :traits [{:description "At 2nd
level, you master the first in a series of arcane secrets uncovered by your
extensive studies.\n When you cast a spell with a spell slot and the spell deals
acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can
substitute that damage type with one other type from that list (you can change only
one damage type per casting of a spell). You replace one energy type for another by
altering the spell's formula as you cast it.\n When you cast a spell with a spell
slot and the spell requires a saving throw, you can change the saving throw from
one ability score to another of your choice. Once you change a saving throw in this
way, you can't do so again until you finish a short or long rest.", :level 2, :name
"Spell Secrets"} {:description "At 6th level, you learn to augment spells in a
variety of ways. When you cast a spell with a spell slot, you can expend one
additional spell slot to augment its effects for this casting, mixing the raw stuff
of magic into your spell to amplify it. The effect depends on the spell slot you
expend.\n An additional 1st-level spell slot can increase the spell's raw force.
If you roll damage for the spell when you cast it, increase the damage against
every target by 2d10 force damage. If the spell can deal damage on more than one
turn, it deals this extra force damage only on the turn you cast the spell.\n An
additional 2nd-level spell slot can increase the spell's range. If the spell's
range is at least 30 feet, it becomes 1 mile.\n An additional 3rd-level spell
slot can increase the spell's potency. Increase the spell's save DC by 2.", :level
6, :name "Alchemical Casting"} {:description "At 10th level, you have attained a
greater mastery of spell preparation. As a bonus action, you can replace one spell
you have prepared with another spell from your spellbook. You can't use this
feature again until you finish a short or long rest.", :level 10, :name "Prodigious
Memory"} {:description "At 14th level, your knowledge of magic allows you to
duplicate almost any spell. As a bonus action, you can call to mind the ability to
cast one spell of your choice from any class's spell list. The spell must be of a
level for which you have spell slots, you mustn't have it prepared, and you follow
the normal rules for casting it, including expending a spell slot. If the spell
isn't a wizard spell, it counts as a wizard spell when you cast it. The ability to
cast the spell vanishes from your mind when you cast it or when the current
turn ends.\n You can't use this feature again until you finish a long
rest.", :level 14, :name "Master of Magic"} {:description "Starting at 2nd level,
you become a compendium of knowledge on a vast array of topics. Your proficiency
bonus is doubled for any ability check you make that uses the Arcana, History,
Nature, or Religion skill if you are proficient in that skill (use the Expertise
section to check which of the skills you are proficient with).\n In addition,
your analytical abilities are so well-honed that your initiative in combat can be
driven by mental agility, rather than physical agility. When you roll initiative,
it is either an Intelligence check or a Dexterity check for you (your
choice).", :name "Lore Master", :level 2}], :profs {:skill-expertise-options
{:choose 4, :options {:arcana true, :history true, :nature true, :religion
true}}}}}, :orcpub.dnd.e5/selections {}, :orcpub.dnd.e5/invocations {:curse-
bringer-requires-pact-of-the-blade-the-hexblade-patron- {:option-pack "UA - Warlock
and Wizard", :description "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. When you hit a creature with this
weapon, you can expend a spell slot to deal an additional 2d8 slashing 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.", :name "Curse Bringer (Requires: Pact of the Blade, The
Hexblade patron)", :key :curse-bringer-requires-pact-of-the-blade-the-hexblade-
patron-}, :moon-bow-requires-pact-of-the-blade-the-archfey-patron- {:option-pack
"UA - Warlock and Wizard", :description "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.", :name "Moon Bow (Requires: Pact of the Blade, The Archfey
patron)", :key :moon-bow-requires-pact-of-the-blade-the-archfey-patron-}, :seekers-
speech-requires-the-seeker-patron- {:option-pack "UA - Warlock and
Wizard", :description "Your quest for knowledge allows you to master any spoken
language. When you complete a long rest, you can pick two languages. You gain the
ability to speak, read, and write the chosen languages until you finish your next
long rest.", :name "Seeker's Speech (Requires: The Seeker patron)", :key :seekers-
speech-requires-the-seeker-patron-}, :mace-of-dispater-requires-pact-of-the-blade-
the-fiend-patron- {:option-pack "UA - Warlock and Wizard", :description "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.", :name "Mace of Dispater
(Requires: Pact of the Blade, The Fiend patron)", :key :mace-of-dispater-requires-
pact-of-the-blade-the-fiend-patron-}, :aspect-of-the-moon-requires-the-archfey-
patron- {:option-pack "UA - Warlock and Wizard", :description "You have gained the
Maiden of the Moon's favor. 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 and keeping watch.", :name "Aspect of the
Moon (Requires: The Archfey patron)", :key :aspect-of-the-moon-requires-the-
archfey-patron-, :disabled? false}, :raven-queens-blessing-requires-the-raven-
queen-patron-eldritch-blast-cantrip- {:option-pack "UA - Warlock and
Wizard", :description "When you score a critical hit with your eldritch blast
cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen
creature can immediately expend a Hit Die to regain hit points equal to the roll +
the creature's Constitution modifier (minimum of 1 hit point).", :name "Raven
Queen's Blessing (Requires: The Raven Queen patron, Eldritch Blast
cantrip)", :key :raven-queens-blessing-requires-the-raven-queen-patron-eldritch-
blast-cantrip-}, :grasp-of-hadar-requires-the-great-old-one-patron-eldritch-blast-
cantrip- {:option-pack "UA - Warlock and Wizard", :description "Once during your
turn when you hit a creature with your eldritch blast cantrip, you can move that
creature in a straight line 10 feet closer to yourself.", :name "Grasp of Hadar
(Requires: The Great Old One patron, Eldritch Blast cantrip)", :key :grasp-of-
hadar-requires-the-great-old-one-patron-eldritch-blast-cantrip-, :disabled? false},
:sea-twins-gift-requires-the-archfey-patron- {:option-pack "UA - Warlock and
Wizard", :description "The Sea Twins rule seas in the Feywild. Their gift allows
you to travel through water with ease. You can breathe underwater, and you gain a
swimming speed equal to your walking speed. You can also cast water breathing using
a warlock spell slot. Once you cast it using this invocation, you can't do so again
until you finish a long rest", :name "Sea Twin's Gift (Requires: The Archfey
patron)", :key :sea-twins-gift-requires-the-archfey-patron-}, :gaze-of-khirad-
requires-7th-level-the-great-old-one-patron- {:option-pack "UA - Warlock and
Wizard", :description "You gain the piercing gaze of the blue star Khirad. As an
action, you can see through solid objects to a range of 30 feet until the end of
the current turn. During that time, you perceive objects as ghostly, transparent
images.\n", :name "Gaze of Khirad (Requires: 7th level, The Great Old One patron)",
:key :gaze-of-khirad-requires-7th-level-the-great-old-one-patron-}, :shroud-of-
ulban-requires-18th-level-the-great-old-one-patron- {:option-pack "UA - Warlock and
Wizard", :description "The blue-white star Ulban maintains a fickle presence among
the stars, fluttering into view only to herald a dire omen. As an action, you can
turn invisible for 1 minute. If you attack, deal damage, or force a creature to
make a saving throw, you become visible at the end of the current turn.", :name
"Shroud of Ulban (Requires: 18th level, the Great Old One patron)", :key :shroud-
of-ulban-requires-18th-level-the-great-old-one-patron-}, :tomb-of-levistus-
requires-the-fiend-patron- {:option-pack "UA - Warlock and Wizard", :description
"As a reaction when you take damage, you can entomb yourself in ice, which melts
away at the end of your next turn. You gain 10 temporary hit points per warlock
level, which take as much of the triggering damage as possible. You also gain
vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All
of these effects end when the ice melts. \nOnce you use this invocation, you can't
use it again until you finish a short or long rest.", :name "Tomb of Levistus
(Requires: The Fiend patron)", :key :tomb-of-levistus-requires-the-fiend-
patron-, :disabled? false}, :burning-hex-requires-the-hexblade-patron- {:name
"Burning Hex (Requires: The Hexblade patron)", :option-pack "UA - Warlock and
Wizard", :description "As a bonus action, you cause a target cursed by your
Hexblade's Curse to take fire damage equal to your Charisma modifier (minimum of
1).", :key :burning-hex-requires-the-hexblade-patron-}, :path-of-the-seeker-
requires-the-seeker-patron- {:option-pack "UA - Warlock and Wizard", :description
"The Seeker bids you to travel in search of knowledge, and little can prevent you
from walking this path. You ignore difficult terrain, have advantage on all checks
to escape a grapple, manacles, or rope bindings, and advantage on saving throws
against being paralyzed.", :name "Path of The Seeker (Requires: The Seeker
patron)", :key :path-of-the-seeker-requires-the-seeker-patron-}, :chilling-hex-
requires-the-hexblade-patron- {:name "Chilling Hex (Requires: The Hexblade
patron)", :option-pack "UA - Warlock and Wizard", :description "As a bonus action,
you cause frost to swirl around a target cursed by your Hexblade's Curse, dealing
cold damage to each of your enemies within 5 feet of the target. The cold damage
equals your Charisma modifier (minimum of 1).", :key :chilling-hex-requires-the-
hexblade-patron-}, :chronicle-of-the-raven-queen-requires-pact-of-the-tome-the-
raven-queen-patron- {:name "Chronicle of the Raven Queen (Requires: Pact of the
Tome, The Raven Queen patron)", :option-pack "UA - Warlock and
Wizard", :description "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.", :key :chronicle-of-the-raven-
queen-requires-pact-of-the-tome-the-raven-queen-patron-}, :green-lords-gift-
requires-the-archfey-patron- {:option-pack "UA - Warlock and Wizard", :description
"The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked
to his power. Whenever you regain hit points, you treat any dice rolled to
determine the hit points you regain as having rolled their maximum value.", :name
"Green Lord's Gift (Requires: The Archfey patron)", :key :green-lords-gift-
requires-the-archfey-patron-}, :cloak-of-baalzebul-requires-the-fiend-patron-
{:name "Cloak of Baalzebul (Requires: The Fiend patron)", :option-pack "UA -
Warlock and Wizard", :description "As a bonus action, you can conjure a swarm of
buzzing flies around you. The
swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on
all other Charisma checks. In addition, a creature that starts its turn within 5
feet of you takes poison damage equal to your Charisma modifier. You can dismiss
the swarm with another bonus action.", :key :cloak-of-baalzebul-requires-the-fiend-
patron-}, :superior-pact-weapon-requires-9th-level-pact-of-the-blade- {:option-pack
"UA - Warlock and Wizard", :description "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.", :name "Superior Pact Weapon (Requires: 9th
level, Pact of the Blade)", :key :superior-pact-weapon-requires-9th-level-pact-of-
the-blade-}, :kiss-of-mephistopheles-requires-5th-level-the-fiend-patron-eldritch-
blast-cantrip- {:option-pack "UA - Warlock and Wizard", :description "You can
channel the fires of Mephistopheles through your eldritch blast. When you hit a
creature with that cantrip, you can cast fireball as a bonus action using a warlock
spell slot. However, the spell must be centered on a creature you hit with eldritch
blast.", :name "Kiss of Mephistopheles (Requires: 5th level, The Fiend patron,
Eldritch Blast cantrip)", :key :kiss-of-mephistopheles-requires-5th-level-the-
fiend-patron-eldritch-blast-cantrip-}, :ultimate-pact-weapon-requires-15th-level-
pact-of-the-blade- {:option-pack "UA - Warlock and Wizard", :description "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.", :name "Ultimate Pact Weapon (Requires: 15th level, Pact of the
Blade)", :key :ultimate-pact-weapon-requires-15th-level-pact-of-the-
blade-}, :improved-pact-weapon-requires-5th-level-pact-of-the-blade- {:option-pack
"UA - Warlock and Wizard", :description "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.", :name "Improved Pact Weapon (Requires: 5th
level, Pact of the Blade)", :key :improved-pact-weapon-requires-5th-level-pact-of-
the-blade-, :disabled? false}, :relentless-hex-requires-5th-level-the-hexblade-
patron- {:option-pack "UA - Warlock and Wizard", :description "Your Hexblade's
Curse creates a temporary bond between you and your target. As a bonus action, you
can magically teleport to a space you can see within 5 feet of the target cursed by
your Hexblade's Curse. To do so, you must be able to see the target and must be
within 30 feet of it.", :name "Relentless Hex (Requires: 5th level, the Hexblade
patron)", :key :relentless-hex-requires-5th-level-the-hexblade-patron-, :disabled?
false}, :frost-lance-requires-the-archfey-patron-eldritch-blast-cantrip- {:option-
pack "UA - Warlock and Wizard", :description "You draw on the gifts of the Prince
of Frost to trap your enemies in ice. When you hit a creature with your eldritch
blast cantrip one or more times on your turn, you can reduce that creature's speed
by 10 feet until the end of your next turn.", :name "Frost Lance (Requires: The
Archfey patron, Eldritch Blast cantrip)", :key :frost-lance-requires-the-archfey-
patron-eldritch-blast-cantrip-}, :claw-of-acamar-requires-pact-of-the-blade-the-
great-old-one-patron- {:option-pack "UA - Warlock and Wizard", :description "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.", :name "Claw of
Acamar (Requires: Pact of the Blade, The Great Old One patron)", :key :claw-of-
acamar-requires-pact-of-the-blade-the-great-old-one-patron-}, :caiphon-s-beacon-
requires-the-great-old-one-patron- {:name "Caiphon's Beacon (Requires: The Great
Old One patron)", :option-pack "UA - Warlock and Wizard", :description "The purple
star Caiphon is the doom of inexperienced mariners. Those who use its deceptive
light to guide their travels invariably come to ruin. You gain proficiency in the
Deception and Stealth skills, and you have advantage on attack rolls against
charmed creatures.", :key :caiphon-s-beacon-requires-the-great-old-one-patron-}}},
"Default Option Source" {}, "UA - Subclasses, Part 4" {:orcpub.dnd.e5/subclasses
{:college-of-spirits {:class :bard, :traits [{:name "Guiding
Whispers", :description "You can reach out to spirits to guide you and others. You
learn the guidance cantrip, which doesn't count against the number of bard cantrips
you know. For you, it has a range of 60 feet when you cast it.", :level 3}
{:description "Your practice of contacting spirits can employ special tools. You
can use the following objects as a spellcasting focus for your bard spells: a
candle, a crystal ball, a talking board, a tarokka deck, or a skull.\n At 6th
level, when you cast a bard spell that deals damage or restores hit points through
the Spiritual Focus, roll a d6, and you gain a bonus to one roll of the spell equal
to the number rolled.", :name "Spiritual Focus", :level 3} {:description "You reach
out to spirits who tell their tales through you. While you are holding your
Spiritual Focus, you can use a bonus action to expend one use of your Bardic
Inspiration and roll on the Spirits' Tales table using your Bardic Inspiration die
to determine the tale told. You retain the tale in mind until you bestow the tale's
effect or you finish a short or long rest.\n You can use an action to choose one
creature you can see within 30 feet of you (this can be you) to be the target of
the tale's effect. Once you do so, you can't bestow the tale's effect again until
you roll it again.\n You can retain only one of these tales in mind at a time,
and rolling on the Spirits' Tales table immediately ends the effect of the previous
tale.\n If the tale requires a saving throw, the DC equals your spell save DC.\n\
nNote: Spirits' Tales have been built as a Selection. Choose the selection that
corresponds to the number you rolled.", :name "Tales from Beyond", :level
6, :type :b-action} {:level 6, :description "You can channel spirits to gain
insights into magic. You can conduct an hour-long ritual channeling spirits (which
can be done during a short or long rest) using your Spiritual Focus. You can
conduct the ritual with a number of creatures equal to your proficiency bonus
(including yourself). At the end of the ritual, you temporarily learn one spell of
your choice from any class.\n The spell you choose must be of a level equal to
the number of creatures that conducted the ritual or less, the spell must of a
level you can cast, and it must be in the school of divination or necromancy. The
chosen spell counts as a bard spell for you but doesn't count against the number of
bard spells you know.\n Once you perform the ritual, you can't do so again until
you start a long rest, and you know the chosen spell until you start a long rest.",
:name "Spirit Session"} {:name "Mystical Connection", :description "Your connection
to spirits has become semi-permanent. Whenever you use your Tales from Beyond
feature, you can roll a d6 and use it instead of expending a Bardic Inspiration
die. You still use your Bardic Inspiration die for the tale's effect, without
expending it.", :level 14}], :level-modifiers [{:type :spell, :value
{:key :guidance, :ability :orcpub.dnd.e5.character/cha}, :level 3}], :option-pack
"UA - Subclasses, Part 4", :name "College of Spirits", :key :college-of-
spirits, :level-selections [{:type :spirits-tales, :level 3}]}, :the-undead {:class
:warlock, :traits [{:name "Form of Dread", :description "You manifest an aspect of
your patron's dreadful power. As a bonus action, you transform for 1 minute. You
gain the following benefits while transformed:\n • You gain temporary hit points
equal to 1d10 + your warlock level.\n • Once during each of your turns, when you
hit a creature with an attack, you can force it to make a Wisdom saving throw, and
if the saving throw fails, the target is frightened of you until the end of your
next turn.\n • You are immune to the frightened condition.\n You can transform
a number of times equal to your proficiency bonus, and you regain all expended uses
when you finish a long rest.\n The appearance of your Form of Dread reflects some
aspect of your patron. For example, your form could be a shroud of shadows forming
the crown and robes of your lich patron, or your face might transform into bat-like
features due to your vampire patron.", :type :b-action} {:name "Grave
Touched", :level 6, :description "Your patron's powers have a profound effect on
your body and magic. You don't need to eat, drink, or breathe.\n In addition,
when you hit a creature with an attack and roll damage against the creature, you
can replace the damage type with necrotic damage. While you are using your Form of
Dread, you can roll one additional damage die when determining the necrotic damage
the target takes."} {:level 10, :name "Mortal Husk", :description "Your connection
to undeath and necrotic energy now saturates your body. You have resistance to
necrotic damage. If you are transformed using your Form of Dread, you instead
become immune to necrotic damage.\n In addition, when you are reduced to 0 hit
points, you can cause your body to explode. Each creature within 30 feet of you
takes necrotic damage equal to 2d10 + your warlock level. You then revive with 1
hit point in your previous space, along with your gear, and you gain 1 level of
exhaustion. Once you revive this way, you can't do so again until you finish 1d4
long rests."} {:name "Spirit Projection", :description "Your body is now
simply a vessel for your spirit. As an action, you can project your spirit from
your body. The body you leave behind is unconscious and in a state of suspended
animation.\n Your spirit can remain outside your body for up to 1 hour or until
your concentration is broken (as if concentrating on a spell). When your projection
ends, your spirit returns to your body or your body magically teleports to your
spirit's space (your choice).\n While projecting your spirit, you gain the
following benefits:\n • Your spirit and body gain resistance to bludgeoning,
piercing, and slashing damage.\n • When you cast a spell of the conjuration or
necromancy school, the spell doesn't require verbal, somatic, or material
components that lack a gold cost.\n • You have a flying speed equal to your
walking speed and can hover. You can move through creatures and objects as if they
were difficult terrain, but you take 1d10 force damage if you end your turn inside
a creature or an object.\n • While you are using your Form of Dread, once during
each of your turns when you deal necrotic damage to a creature, you regain hit
points equal to half the amount of necrotic damage dealt.\n Once you use this
feature, you can't do so again until you finish a long rest. ", :level
14, :type :action}], :level-modifiers [{:type :damage-resistance, :value :necrotic,
:level 10}], :option-pack "UA - Subclasses, Part 4", :name "The Undead", :warlock-
spells {1 {0 :bane, 1 :false-life}, 2 {0 :blindness-deafness, 1 :phantasmal-force},
3 {0 :speak-with-dead, 1 :phantom-steed}, 4 {0 :death-ward, 1 :greater-
invisibility}, 5 {0 :antilife-shell, 1 :cloudkill}}, :key :the-
undead}}, :orcpub.dnd.e5/selections {:spirits-tales {:options [{:name "One -
Beast", :description "You recite the tale of a clever animal. For 1 minute, the
target has advantage on Wisdom (Perception) checks and advantage on attack rolls
against a creature if another enemy is within 5 feet of it, and that enemy isn't
incapacitated."} {:name "Two - Warrior", :description "You recount the story of a
renowned duelist. Make a melee spell attack against the target as an attacking
spectral warrior briefly appears in an unoccupied space within 5 feet of the target
before vanishing. On a hit, the target takes force damage equal to two rolls of
your Bardic Inspiration die + your Charisma modifier."} {:name "Three -
Friends", :description "You recite the tale of friends who found each other in the
afterlife. The target and another creature of its choice it can see within 5 feet
of it regains hit points equal to a roll of your Bardic Inspiration die + your
Charisma modifier."} {:name "Four - Runaway", :description "You tell the tale of an
adventurer that could escape any confinement. The target can immediately use its
reaction to teleport up to 30 feet to an unoccupied space it can see. When the
target teleports, it can choose a number of creatures it can see within 30 feet of
it up to your Charisma modifier (minimum of 1) to immediately use the same
reaction."} {:name "Five - Avenger", :description "You recount the tale of an
avenging knight. For 1 minute, whenever a creature the target can see within 30
feet of it is damaged by a creature, the target can use its reaction to deal force
damage equal to a roll of your Bardic Inspiration die to the attacker."}
{:description "You speak the tale of an epic hero. Choose a creature you can see
within 30 feet of you. The target gains temporary hit points equal to a roll of
your Bardic Inspiration die + your bard level. While it has these temporary hit
points, the target's walking speed increases by 10 feet.", :name "Six - Hero"}
{:name "Seven - Fey", :description "You recount the tale of a mischievous fey. The
target must succeed on a Wisdom saving throw or become charmed by you until the end
of its next turn. The charmed target must use its action to make a melee attack
against a creature other than itself that you mentally choose. The target can act
normally on its turn if you choose no other creature."} {:name "Eight - Dark
Spirit", :description "You speak a dreadful tale of a slayer in the dark. The
target becomes invisible until the end of its next turn or until it hits a creature
with an attack. If it hits a creature with an attack during this invisibility, that
creature takes necrotic damage equal to a roll of your Bardic Inspiration die and
is frightened of the target until the end of its next turn."} {:name "Nine -
Giant", :description "You speak of the deeds of a mighty giant. Each creature of
the target's choice it can see within 30 feet of it must make a Strength saving
throw, taking force damage equal to two rolls of your Bardic Inspiration die on a
failed save and is knocked prone. A creature that succeeds on its saving throw
takes half as much damage and isn't knocked prone."} {:name "Ten -
Dragon", :description "You breathe a poem of a wrathful dragon. The target
magically spews fire from their mouth in a 30-foot cone. Each creature in that area
must make a Dexterity saving throw, taking fire damage equal to three rolls of your
Bardic Inspiration die on a failed save, or half as much damage on a successful
one."} {:name "Eleven - Celestial", :description "You speak of the exalted deeds of
a celestial. The target regains hit points equal to two rolls of your Bardic
Inspiration die + your bard level, and you end one disease or a condition from the
following list affecting the target: blinded, deafened, paralyzed, petrified, or
poisoned."} {:name "Twelve - Unknown", :description "You utter an incomprehensible
fable from a being beyond the stars. Choose a creature you can see within 30 feet
of you. The target must succeed on an Intelligence saving throw or take psychic
damage equal to three rolls of your Bardic Inspiration die, and the target is
unable to speak any language for 1 minute."}], :option-pack "UA - Subclasses, Part
4", :name "Spirits' Tales", :key :spirits-tales}}, :disabled? false}, "UA -
Sorcerer and Warlock" {:orcpub.dnd.e5/subclasses {:aberrant-mind {:class :sorcerer,
:traits [{:description "At 1st level, you gain the ability to use a bonus action to
magically create a telepathic link with one creature you can see within 30 feet of
you. Until the link ends, you can telepathically speak to the target through the
link, and if it understands at least one language, it can speak telepathically to
you. The link lasts for 10 minutes, and it ends early if you are incapacitated or
die, or if you use another bonus action to break the link or to establish this link
with a different creature.", :name "Invasive Thoughts"} {:name "Warped
Being", :description "Starting at 1st level, your aberrant origin protects you from
harm. Your body might have a coating of viscous slime, tough hide, scales, or an
invisible psionic barrier (choose the form of protection when you gain this
feature). Whatever form the protection takes, your AC equals 13 + your Dexterity
modifier while you aren't wearing armor. (Enter this manually as a custom item that
grants AC.)"} {:level 6, :name "Psionic Sorcery", :description "Beginning at 6th
level, when you cast any of the spells gained from your Psionic Spells feature, you
can cast it by expending a spell slot as normal or by spending a number of sorcery
points equal to the spell's level. If you cast the spell using sorcery points, it
requires no components."} {:description "At 6th level, you gain resistance to
psychic damage, and you have advantage on saving throws against being charmed or
frightened.", :name "Psychic Defenses", :level 6} {:description "Beginning at 14th
level, you can unleash the aberrant truth hidden within your flesh. As a bonus
action, you can spend 1 or more sorcery points to magically transform your body for
1 minute. For each sorcery point you spend, you can gain one of the following
benefits of your choice, the effects of which last until the transformation ends:\n
• You gain a swimming speed equal to your walking speed and the ability to breathe
water. Gills grow from your neck or fan out from behind your ears, your fingers
become webbed, or you grow lashing cilia that extend through your clothing.\n •
You gain a flying speed equal to your walking speed and can hover. As you fly, your
skin glistens with mucus.\n • Your body, along with any equipment you are wearing
or carrying, becomes slimy and pliable. You can move through any space as narrow as
1 inch without squeezing, and you can spend 5 feet of movement to escape from
nonmagical restraints or being grappled.\n • Your eyes turn black or become
writhing sensory tendrils. You are aware of the location of any hidden or invisible
creature within 60 feet of you.", :name "Revelation in Flesh", :level 14} {:level
18, :name "Warp Reality", :description "At 18th level, you become the focal point
of a reality-warping anomaly. As an action, you can magically radiate a
transparent, 20-foot-radius aura for 1 minute. This might take the form of a sphere
of rippling psychic energy, a fluctuating amoebic gel, an extrusion of ephemeral
parasites, or some other manifestation. Other creatures treat the aura as difficult
terrain, and when they start their turn in it, they take 2d10 psychic damage. When
you activate this feature, you can choose any number of creatures you can see to be
unaffected by the aura.\n As a bonus action, you can end the aura early. If you
do so, you and any number of creatures you choose within the aura are teleported to
a location you can see within 1 mile of you. Each creature must appear within 20
feet of you and in an unoccupied space. An unwilling creature that succeeds on a
Charisma saving throw against your spell save DC is not teleported.\n Once you
use this feature, you can't use it again until you finish a long rest."}], :level-
modifiers [{:type :spell, :value {:level 1, :key :arms-of-
hadar, :ability :orcpub.dnd.e5.character/cha}}
{:type :spell, :value {:level 1, :ability
:orcpub.dnd.e5.character/cha, :key :dissonant-whispers}} {:type :spell, :level
3, :value {:level 2, :key :calm-emotions, :ability :orcpub.dnd.e5.character/cha}}
{:type :spell, :level 3, :value {:level 2, :key :detect-
thoughts, :ability :orcpub.dnd.e5.character/cha}} {:type :spell, :level 5, :value
{:level 3, :key :hunger-of-hadar, :ability :orcpub.dnd.e5.character/cha}}
{:type :spell, :level 5, :value {:level
3, :key :sending, :ability :orcpub.dnd.e5.character/cha}} {:type :spell, :level
7, :value {:level 4, :key :compulsion, :ability :orcpub.dnd.e5.character/cha}}
{:type :spell, :level 7, :value {:level 4, :key :evards-black-
tentacles, :ability :orcpub.dnd.e5.character/cha}} {:type :spell, :level 9, :value
{:level 5, :ability :orcpub.dnd.e5.character/cha, :key :modify-memory}}
{:type :spell, :level 9, :value {:level 5, :key :rar-s-telepathic-
bond, :ability :orcpub.dnd.e5.character/cha}} {:type :damage-resistance, :level
6, :value :psychic} {:type :saving-throw-advantage, :value :charmed, :level 6}
{:type :saving-throw-advantage, :value :frightened, :level 6}], :name "Aberrant
Mind", :option-pack "UA - Sorcerer and Warlock", :key :aberrant-mind}, :the-lurker-
in-the-deep {:class :warlock, :traits [{:name "Grasp of the Deep", :description "At
1st level, you gain the ability to magically summon a spectral tentacle that
strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a
point you can see within 60 feet of you. The tentacle lasts for 1 minute or until
you use this feature to create another tentacle.\n When you create the tentacle,
you can make a melee spell attack against a creature within 10 feet of it. On a
hit, the target takes 1d8 cold or lightning damage (your choice when it takes the
damage) and its speed is reduced by 10 feet until the start of your next turn. When
you reach 10th level in this class, the damage dealt by the tentacle increases to
2d8.\n As a bonus action on your turn, you can move the tentacle up to 30 feet
and repeat the attack.\n You can summon the tentacle a number of times equal to
your Charisma modifier (minimum of once), and you regain all expended uses when you
finish a long rest."} {:name "Scion of the Deep", :description "At 1st level, your
patron accepts you into its inner court of servitors. You can telepathically
communicate with any aberration, beast, elemental, or monstrosity that has an
innate swimming speed, while it is within 120 feet of you. The creature can
understand you and can respond telepathically."} {:name "Fathomless
Soul", :description "At 6th level, your patron grants you greater abilities. You
gain the following benefits:\n • You can breathe both air and water.\n • You
gain a swimming speed equal to your walking speed.\n • You gain resistance to
cold damage.", :level 6} {:description "At 6th level, the tentacle you create with
Grasp of the Deep can defend you and others. When you or a creature you can see
takes damage while within 10 feet of the tentacle, you can use your reaction to
choose one of those creatures and reduce the damage to the chosen creature by half.
After doing so, the tentacle vanishes.", :name "Guardian Grasp", :level 6}
{:description "Starting at 10th level, you can magically draw forth a manifestation
of your patron's insatiable hunger. As an action, choose a point you can see within
60 feet of you. For 1 minute, a translucent maw manifests in a 10-foot radius
centered on that point. Each creature in that area when the maw appears must
succeed on a Strength saving throw against your spell save DC or be restrained. Any
creature that starts its turn in the maw's area takes 3d6 cold or lightning damage
(your choice when it takes the damage). As an action, a restrained creature can
repeat the saving throw, ending the restraint on a success. At the start of your
turn, if there is a creature in the maw's area, you gain temporary hit points equal
to your warlock level.\n Once you use this feature, you can't do so again until
you finish a short or long rest.", :name "Devouring Maw", :level 10} {:name
"Unleash the Depths", :description "Starting at 14th level, you gain the ability to
call upon your patron for aid. As an action, you choose a point within 30 feet of
you where your patron tears through reality, manifesting a measure of its thalassic
grandeur. Choose one of the following effects to issue from this manifestation
point. Once you use either effect, you can't use this feature again until you
finish a long rest.\n Transport. You and up to five willing creatures of your
choice that you can see within 30 feet of the manifestation point are grasped by
spectral tentacles and yanked through your patron's realm. The tentacles teleport
you and the chosen creatures to a point of your choice within 100 miles that you
have visited within the past 24 hours. The tentacles then vanish.\n Fury. You can
direct a barrage of spectral tentacles to issue forth and strike up to five
creatures you can see within 30 feet of the manifestation point. Each target must
make a Dexterity saving throw against your spell save DC. On a failed save, the
creature takes 6d10 cold or lightning damage (your choice) and is knocked prone. On
a successful save, it takes half as much damage and is not knocked prone. The
tentacles then vanish.", :level 14}], :level-modifiers [{:type :damage-
resistance, :level 6, :value :cold}], :option-pack "UA - Sorcerer and
Warlock", :name "The Lurker in the Deep", :warlock-spells {1 {0 :create-or-destroy-
water, 1 :thunderwave}, 2 {0 :gust-of-wind, 1 :silence}, 3 {0 :lightning-bolt,
1 :sleet-storm}, 4 {0 :control-water, 1 :evards-black-tentacles}, 5 {0 :commune-
with-nature, 1 :cone-of-cold}}, :key :the-lurker-in-the-deep}},
:orcpub.dnd.e5/spells {:mind-sliver {:description "You drive a disorienting spike
of psychic energy into the mind of one creature you can see within range. The
target must make an Intelligence saving throw. Unless the saving throw is
successful, the target takes 1d6 psychic damage, and the first time it makes a
saving throw before the end of your next turn, it must roll a d4 and subtract the
number rolled from the save.\n This spell's damage increases by 1d6 when you
reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level
(4d6).", :key :mind-sliver, :school "enchantment", :name "Mind Sliver", :duration
"1 round", :level 0, :option-pack "UA - Sorcerer and Warlock", :components {:verbal
true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true},
:range "60 feet"}}}, "UA - Giant Soul Sorcerer" {:orcpub.dnd.e5/subclasses {:giant-
soul {:class :sorcerer, :traits [{:name "Jotun Resilience", :description "The
resilience of giants flows through your body. At 1st level, your hit point maximum
increases by 1,and it increases by 1 again whenever you gain a level in this class
(enter this manually)."} {:name "Rage of Fallen Ostoria", :description "Starting at
14th level, you gain the ability to channel the souls of your ancestors into your
physical form. When you start casting a sorcerer spell on your turn and expend a
spell slot, you can increase your size by one category — from Medium to Large, for
example. This increase lasts for 1 minute. It ends early if you die or are
incapacitated. Until it ends, you enjoy the following benefits:\n • Your current
hit points and your hit point maximum both increase by 1 per sorcerer level.\n •
Your reach increases by 5 feet.\n • Your walking speed increases by 5 feet.\n •
You have advantage on Strength checks and Strength saving throws.\n • You gain a
bonus to the damage rolls of your melee weapon attacks; the bonus equals your
Constitution modifier (minimum of +1).\n Once you use this feature, you can't use
it again until you finish a short or long rest.", :level 14} {:level
18, :description "At 18th level, your Constitution score increases by 2, up to a
maximum of 22 (enter this manually).\n In addition, you can now use Rage of
Fallen Ostoria twice between rests, but no more than once on a turn. If you use
that feature while under its effects, its increases to your size, hit points,
reach, and walking speed are cumulative.", :name "Blessing of the All Father"}
{:name "Mark of Ordning", :description "At 1st level, you discover innate magical
abilities within yourself that are based on your giant heritage. Selecting one of
the giant types grants you additional spells at 1st and 3rd level. These spells
count as sorcerer spells for you, but they don't count against your number of
sorcerer spells known."} {:description "Starting at 6th level, you gain a benefit
whenever you cast one of the spells granted by your Mark of the Ordning
Feature.", :level 6, :name "Soul of Lost Ostoria"}], :level-modifiers [], :option-
pack "UA - Giant Soul Sorcerer", :name "Giant Soul", :level-selections
[{:type :mark-of-the-ordning} {:type :soul-of-lost-ostoria, :level
6}], :key :giant-soul}}, :orcpub.dnd.e5/selections {:mark-of-the-ordning {:options
[{:description "At 1st you learn the fog cloud and minor illusion spells. At 3rd
level you learn the invisibility spell. These spells count as sorcerer spells for
you, but they don't count against your number of sorcerer spells known.", :name
"Cloud Giant"} {:name "Fire Giant", :description "At 1st you learn the burning
hands and fire bolt spells. At 3rd level you learn the flaming sphere spell. These
spells count as sorcerer spells for you, but they don't count against your number
of sorcerer spells known."} {:name "Frost Giant", :description "At 1st you learn
the armor of Agathys and ray of frost spells. At 3rd level you learn the hold
person spell. These spells count as sorcerer spells for you, but they don't count
against your number of sorcerer spells known."}
{:name "Hill Giant", :description "At 1st you learn the heroism and shillelagh
spells. At 3rd level you learn the enlarge/reduce spell. These spells count as
sorcerer spells for you, but they don't count against your number of sorcerer
spells known."} {:description "At 1st you learn the entangle and resistance spells.
At 3rd level you learn the spike growth spell. These spells count as sorcerer
spells for you, but they don't count against your number of sorcerer spells
known.", :name "Stone Giant"} {:description "At 1st you learn the shocking grasp
and thunderwave spells. At 3rd level you learn the gust of wind spell. These spells
count as sorcerer spells for you, but they don't count against your number of
sorcerer spells known.", :name "Storm Giant"}], :option-pack "UA - Giant Soul
Sorcerer", :name "Mark of the Ordning", :key :mark-of-the-ordning}, :soul-of-lost-
ostoria {:options [{:name "Cloud Giant", :description "Immediately after you cast
any of your Mark of the Ordning spells, you can magically teleport as a bonus
action. You teleport to an unoccupied space you can see that is no farther away
than a number of feet equal to 10+ your Constitution modifier."} {:name "Fire
Giant", :description "You gain a bonus to the damage rolls of your Mark of the
Ordning spells. The bonus equals your Constitution modifier (minimum of +1)."}
{:name "Frost Giant", :description "Immediately after you cast any of your Mark of
the Ordning spells, you gain temporary hit points equal to your Constitution
modifier (minimum of 1). But if the spell is armor of Agathys, you instead increase
its temporary hit points by an amount equal to your Constitution modifier (minimum
of 1)."} {:name "Hill Giant", :description "Immediately after you cast any of your
Mark of the Ordning spells, you can target up to two creatures within 5 feet of you
that you can see. Each targetm ust succeed on a Strength saving throw against your
spell save DC or be pushed a number of feet away from you equal to 5 + your
Constitution modifier (minimum of +1). A target can choose to fail this save."}
{:name "Stone Giant", :description "Immediately after you cast any of your Mark of
the Ordning spells, you gain a bonus to AC equal to your Constitution modifier
(minimum of +1) until the end of your next turn."} {:name "Storm
Giant", :description "Immediately after you cast any of your Mark of the Ordning
spells, up to three creatures of your choice that you can see within 30 feet of you
take lightning damage equal to your Constitution modifier (minimum of
1)."}], :option-pack "UA - Giant Soul Sorcerer", :name "Soul of Lost Ostoria", :key
:soul-of-lost-ostoria}}}, "UA - Cleric, Druid, and Wizard"
{:orcpub.dnd.e5/subclasses {:twilight-domain {:class :cleric, :traits [{:name
"Bonus Proficiencies", :description "You gain proficiency with martial weapons and
heavy armor."} {:description "Your eyes are blessed, allowing you to see through
the deepest gloom. You have darkvision with no maximum range; you can see in dim
light as if it were bright light and in darkness as if it were dim light.\n As an
action, you can magically give the benefit of this feature to any number of
creatures you can see within 10 feet of you. The shared benefit lasts for 10
minutes. You can extend this benefit a number of times equal to your Wisdom
modifier (a minimum of once), and you regain all expended uses when you finish a
long rest.", :name "Eyes of Night"} {:name "Vigilant Blessing", :description "The
night has taught you to be vigilant. As an action, you give one creature you touch
(including possibly yourself) advantage on the next initiative roll the creature
makes. This benefit ends immediately after the roll or if you use this feature
again."} {:name "Channel Divinity: Twilight Sanctuary", :description "You can use
your Channel Divinity to refresh your allies with soothing twilight.\n As an
action, you present your holy symbol, and a sphere of twilight emanates from you.
The sphere is centered on you, has a 30-foot radius, and is filled with dim light.
The sphere moves with you, and it lasts for 1 minute or until you are incapacitated
or die. Whenever a creature (including you) ends its turn in the sphere, you can
grant that creature one of these benefits: \n • Give it 1d8 temporary hit
points.\n • End one effect causing it to be charmed or frightened.", :level 2}
{:level 6, :description "You draw strength from your connection to twilight and
find yourself at home within its dark embrace, gaining two benefits:\n • You have
advantage on saving throws against being frightened.\n • If you are in dim light
or darkness, you can use a bonus action to magically give yourself a flying speed
equal to your walking speed until the end of your next turn.", :name "Steps of the
Brave"} {:name "Divine Strike", :level 8, :description "You gain the ability to
infuse your weapon strikes with divine energy. Once on each of your turns when you
hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8
psychic damage. When you reach 14th level, the extra damage increases to 2d8."}
{:level 17, :name "Midnight Shroud", :description "You can harness the shrouding
power of night to protect your allies and stymie your foes. Whenever you cast the
darkness spell using a spell slot, you can choose a number of creatures that you
can see (including yourself) equal to your Wisdom modifier (minimum of one). The
chosen creatures can see through the darkness."}], :level-modifiers
[{:type :weapon-prof, :value :martial} {:type :armor-
prof, :value :heavy}], :option-pack "UA - Cleric, Druid, and Wizard", :name
"Twilight Domain", :cleric-spells {1 {0 :faerie-fire, 1 :sleep}, 2 {0 :darkness,
1 :invisibility}, 3 {0 :aura-of-vitality, 1 :leomunds-tiny-hut}, 4 {0 :aura-of-
life, 1 :greater-invisibility}, 5 {0 :circle-of-power, 1 :dream}}, :key :twilight-
domain}, :circle-of-wildfire {:class :druid, :traits [{:name "Circle
Spells", :description "You have formed a mystical bond with a wildfire spirit, a
primal being of creation and destruction. Your link with this spirit grants you
access to certain spells. At 2nd level, you learn the fire bolt cantrip.", :level
2} {:name "Summon Wildfire", :description "You can summon the primal spirit bound
to your soul. As an action, you can expend one use of your Wild Shape feature to
summon your wildfire spirit, rather than assuming a beast form.\n The spirit
appears in an unoccupied space of your choice you can see within 30 feet of you.
Each creature within 10 feet of the spirit (other than you) when it appears must
succeed on a Dexterity saving throw against your spell save DC or take 2d10 fire
damage.\n The wildfire spirit is friendly to you and your companions and obeys
your commands. See this creature's game statistics in the wildfire spirit stat
block. You determine the spirit's appearance. Some spirits take the form of a
humanoid figure made of gnarled branches covered in flame, while others look like
beasts wreathed in fire.\n In combat, the wildfire spirit shares your initiative
count, but it takes its turn immediately after yours. The only action it takes on
its turn is the Dodge action, unless you take a bonus action on your turn to
command it to take one of the actions in its stat block or to take the Dash,
Disengage, Help, or Hide action.\n The wildfire spirit manifests for 1 hour,
until it is reduced to 0hit points, or until you use your Wild Shape
again.", :level 2} {:level 6, :name "Enhanced Bond", :description "The bond with
your wildfire spirit enhances your destructive and restorative spells. Whenever you
cast a spell that deals fire damage or restores hit points while your wildfire
spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal
to the number rolled.\n In addition, when you cast a spell with a range other
than self, the spell can originate from you or your wildfire spirit."} {:level
10, :name "Flames of Life", :description "You gain the ability to turn death into
flames of vitality. When a Small or larger creature that you can see dies within 30
feet of you or your wildfire spirit, you can use your reaction to cause primal
flames to spring from the body. When a creature you can see touches these flames,
the creature regains hit points or takes fire damage (your choice) equal to 2d10 +
your Wisdom modifier. The flames vanish after a creature has touched them or after
1 minute.\n You can use this feature a number of times equal to your Wisdom
modifier (minimum of once). You regain all expended uses when you finish a long
rest."} {:name "Blazing Endurance", :level 14, :description "The bond with your
wildfire spirit is exceptionally strong, even fatal blows only fuel your defiance.
If you drop to 0 hit points and don't die outright, you drop to 1 hit point instead
and gain temporary hit points equal to five times your druid level, and each
creature of your choice within 30 feet of you that you can see takes fire damage
equal to 2d10 + your druid level.\n Once you use this feature, you can't use it
again until you finish a long rest."}], :level-modifiers [{:type :spell, :value
{:key :fire-bolt, :ability :orcpub.dnd.e5.character/wis}} {:type :spell, :level
3, :value {:level 2, :key :locate-animals-or-
plants, :ability :orcpub.dnd.e5.character/wis}} {:type :spell, :level 3, :value
{:level 2, :key :scorching-ray, :ability :orcpub.dnd.e5.character/wis}}
{:type :spell, :level 5, :value {:level
3, :key :fireball, :ability :orcpub.dnd.e5.character/wis}} {:type :spell, :level 5,
:value {:level 3, :key :plant-growth, :ability :orcpub.dnd.e5.character/wis}}
{:type :spell, :level 7, :value {:level 4, :key :aura-of-
life, :ability :orcpub.dnd.e5.character/wis}} {:type :spell, :level 7, :value
{:level 4, :key :fire-shield, :ability :orcpub.dnd.e5.character/wis}}
{:type :spell, :level 9, :value {:level 5, :ability
:orcpub.dnd.e5.character/wis, :key :flame-strike}} {:type :spell, :level 9, :value
{:level 5, :key :raise-dead, :ability :orcpub.dnd.e5.character/wis}}], :option-pack
"UA - Cleric, Druid, and Wizard", :name "Circle of Wildfire", :key :circle-of-
wildfire}, :school-of-onomancy {:class :wizard, :traits [{:name "Bonus
Proficiencies", :description "You learn one language of your choice and gain
proficiency with calligrapher's tools. Enter the language proficiency
manually.", :level 2} {:name "Extract Name", :level 2, :description "You can
magically compel a creature to divulge its true name. As a bonus action, you target
one creature you can see within 60 feet of you. The target must make a Wisdom
saving throw against your spell save DC. On a successful save, you discern that
this magic failed, and you can't use this feature on the target again. On a failed
save, the target is charmed by you until the end of your next turn, and you
mentally learn the charmed target's name or the fact that the target lacks a name.\
n You can use this feature a number of times equal to your Intelligence modifier
(minimum of once), and you regain all expended uses of it when you finish a long
rest."} {:level 2, :name "Fateful Naming", :description "You can bend magic to
assist or hinder creatures through the power of their true names, and even use
those names as an anchor to affect others around them. The bane and bless spells
are wizard spells for you, and you add them to your spellbook. You always have them
prepared, yet they don't count against the number of spells you can prepare.\n
You can cast either spell without expending a spell slot if you speak the true name
of one target of the spell as part of casting it. You can cast the spells in this
way a number of times equal to your Intelligence modifier (a minimum of once), and
you regain all expended uses when you finish a long rest."} {:name "Resonant
Utterance", :description "You learn words of power called Resonants, which allow
you to tailor your spells through the use of a target's true name.\n\nResonants
Known. When you gain this feature, you learn two Resonants of your choice, which
are detailed in the “Resonant Options” section at
https://media.wizards.com/2019/dnd/downloads/UA-TwilightFireNames.pdf. Each time
you gain a level in this class, you can replace one resonant you know with a
different one.\n\nUsing a Resonant. You can use one Resonant when you cast a wizard
spell with a spell slot and speak the true name of one creature targeted by the
spell. Speaking the name is part of casting the spell.\n\nYou can use Resonants a
number of times equal to half of your wizard level (round down), and you regain all
expended uses when you finish a long rest.", :level 6} {:description "You learn two
new Resonants of your choice from your Resonant Utterance feature.", :name
"Inexorable Pronouncement", :level 10} {:level 14, :description "You have learned
how to bypass a named creature's defenses against certain types of damage. When you
cast a spell that deals damage to a creature whose true name you speak as part of
casting the spell, you can cause the spell to deal force or psychic damage to the
creature, instead of the spell's normal damage type.", :name "Relentless Naming"}],
:level-modifiers [{:type :tool-prof, :value :calligraphers-supplies, :level 2}
{:type :spell, :level 2, :value {:level
1, :key :bane, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
2, :value {:level 1, :key :bless, :ability
:orcpub.dnd.e5.character/int}}], :option-pack "UA - Cleric, Druid, and
Wizard", :name "School of Onomancy", :key :school-of-onomancy, :level-selections
[{:type :resonants, :level 10, :num 4} {:type :resonants, :level 6, :num
2}]}}, :orcpub.dnd.e5/monsters {:wildfire-spirit {:senses "darkvision 60 ft.,
passive Perception 12", :description "HP. The wildfire spirits HP is equal to the
wildfire spirit's Constitution modifier + your Wisdom modifier + five times your
level in the druid class.\n\nLanguages. The wildfire spirits understands the
languages you speak.\n\nSoul Bond. The following numbers increase by 1 when your
proficiency bonus increases by 1: the spirit's skill and saving throw bonuses
above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of
its Fiery Teleportation.", :armor-notes "natural armor", :key :wildfire-
spirit, :int 13, :speed "20 ft., fly 30 ft. (hover)", :name "Wildfire
Spirit", :alignment "any chaotic alignment", :cha 11, :hit-points {:die-count
1, :die 4}, :type :elemental, :size :small, :option-pack "UA - Cleric, Druid, and
Wizard", :armor-class 13, :skills {:nature 4}, :str 10, :saving-throws {:dex
4, :con 4, :wis 4}, :con 14, :dex 14, :wis 15, :props {:damage-immunity {:fire
true}, :condition-immunity {:charmed true, :frightened true, :grappled true, :prone
true, :restrained true}}, :traits [{:name "Flame Seed (Requires Your Bonus
Action)", :description "Ranged Weapon Attack: +4 to hit, range 30 ft., one target
you can see. Hit: 1d6 + 2 fire damage.", :type :action} {:description "The spirit
and each willing creature of your choice within 5 feet of it teleport up to 30 feet
to unoccupied spaces you can see. Each creature within 10 feet of the space that
the spirit left must succeed on a Dexterity saving throw against your spell save DC
or take 1d6 + 2 fire damage.", :name "Fiery Teleportation (Recharges after a Short
or Long Rest)", :type :action}]}}, :orcpub.dnd.e5/selections {:resonants {:options
[{:description "When you cast a spell that deals damage to the named target, you
gain 3d6 temporary hit points. The number of temporary hit points you gain
increases by 1d6 when you reach 10th level (4d6) and 14th level (5d6) in this
class.", :name "Absorption"} {:description "If the spell requires the named
creature to make a saving throw, that creature has disadvantage on the first save
it makes against the spell.", :name "Devastation"} {:description "The first time
the named creature takes damage from the spell, that creature takes an extra 2d8
force damage.The extra force damage increases by 1d8 when you reach 10th level
(3d8) and 14th level (4d8) in this class.", :name "Dissolution"} {:description "If
the named target is affected by any other spells, you know what those spells are,
and you can attempt to end one of your choice by succeeding on an Intelligence
check with a DC equal to 10 + the level of the chosen spell.", :name
"Nullification"} {:description "The first time the named creature takes damage from
the spell, you can knock the creature prone or move it up to 10 feet, either
directly toward you or away from you.", :name "Puppetry"} {:description "If the
named creature is within range of the spell, you can target the creature with the
spell even if you can't see the creature or it has total cover against the spell.",
:name "Sympathy"}], :name "Resonants", :option-pack "UA - Cleric, Druid, and
Wizard", :key :resonants}}}, "UA - Ranger and Rogue" {:orcpub.dnd.e5/subclasses
{:primeval-guardian {:class :ranger, :key :primeval-guardian, :level-modifiers
[{:level 3, :type :spell, :value {:ability :wis, :key :entangle, :level 1}} {:level
5, :type :spell, :value {:ability :wis, :key :enhance-ability, :level 2}} {:level
9, :type :spell, :value {:ability :wis, :key :conjure-animals, :level 3}} {:level
13, :type :spell, :value {:ability :wis, :key :giant-insect, :level 4}} {:level 17,
:type :spell, :value {:ability :wis, :key :insect-plague, :level 5}}], :name
"Primeval Guardian", :option-pack "UA - Ranger and Rogue", :traits [{:description
"Starting at 3rd level, you gain the ability to temporarily grow and take on the
appearance of a treelike person, covered with leaves and bark. As a bonus action,
you assume this guardian form, which lasts until you end it as a bonus action or
until you are incapacitated.\n You undergo the following changes while in your
guardian form:\n • Your size becomes Large, unless you were larger.\n • Any
speed you have becomes 5 feet, unless the speed was lower.\n • Your reach
increases by 5 feet.\n • You gain a number of temporary hit points at the start
of each of your turns. The number equals half your ranger level. When the form
ends, you lose any temporary hit points you have from it.", :level 3, :name
"Guardian Soul"} {:name "Piercing Thorns", :description "At 3rd level, your command
of primal magic allows you to enhance your attacks with thorns. Once during each of
your turns, you can deal an additional 1d6 piercing damage to one creature you hit
with a weapon attack.", :level 3} {:description "At 7th level, you gain the
endurance of the ancient forests. Your hit point maximum and current hit points
increase by 2 per ranger level when you assume your guardian form. This increase
lasts until you leave the form; your hit point maximum then returns to normal, but
your current hit points remain the same, unless they must decrease to abide by your
hit point maximum.", :level 7, :name "Ancient Fortitude"} {:description "At 11th
level, you gain the ability to twist and turn the ground beneath you. While you are
in your guardian form, the ground within 30 feet of you is difficult terrain for
your enemies.", :name "Rooted Defense", :level 11} {:description "Starting at 15th
level, your guardian form emanates a magical aura that fortifies your injured
allies. When any ally starts their turn within 30 feet of your guardian form, that
ally regains a number of hit points equal to half your ranger level. This aura has
no effect on a creature that has half or more of its hit points, and it has no
effect on undead and constructs.", :name "Guardian Aura", :level 15}]}}}, "UA -
Druid" {:orcpub.dnd.e5/selections {:circle-of-dreams {:key :circle-of-dreams, :name
"Circle of Dreams", :option-pack "UA - Druid", :options [{:description "At 2nd
level you gain a pool of fey energy (d6s equal to your Druid
level).\n As a bonus action you can choose an ally within 120 ft (that you can
see) and spend a number of dice equal to half your druid level, or less.\n Roll
the dice, add them together and the target regains HP equal to the total.\n
Target also gains 1 Temporary HP and +5 speed per die used. (The speed increase
lasts for 1 minute).\n Extended Rest restores used dice.", :name "Balm of Summer
Court"} {:description "During short/long rest you can invoke 'Gloaming Court' to
ward your campsite from intruders.\n Gloaming Court creates a 30 ft radius (60 ft
diameter).\n Within the radius grants you and your allies +5 bonus to
Wisdom(Perception) checks to detect creatures.\n Any light from open flames
within the circle is not visible from the outside.\n The effect ends when the
rest is finished or you leave the area.", :name "Hearth of Moonlight and Shadow"}
{:description "You can use hidden, unpredictable, magical fey pathways to move in a
blink.\n On your turn you can teleport up to 30 feet to a spot you can see. Each
foot of teleport costs one foot of your normal movement.\n You may also teleport
a willing ally, by touching them, up to 30 feet to a point you can see.\n Once
you use either option, teleporting yourself or ally, that option cannot be used
again for 1d4 rounds.", :name "Hidden Paths"} {:description "Casting a spell with a
spell slot that restores HP to you/ally you can simultaneously use dispel magic on
that target. Dispel Magic uses a spell slot equal to the slot used to cast the
healing spell.\n This feature may be used 3 times, regaining uses after a long
rest.\n If the healing spell is multi-targeted, this feature can work on each
target, expending one \"use\" per target.", :name "Purifying
Light"}]}}, :orcpub.dnd.e5/subclasses {:circle-of-dreams
{:class :druid, :key :circle-of-dreams, :level-modifiers [], :level-selections
[], :name "Circle of Dreams", :option-pack "UA - Druid", :traits [{:description "At
2nd level you gain a pool of fey energy (d6s equal to your Druid level).\n As a
bonus action you can choose an ally within 120 ft (that you can see) and spend a
number of dice equal to half your druid level, or less.\n Roll the dice, add them
together and the target regains HP equal to the total.\n Target also gains 1
Temporary HP and +5 speed per die used. (The speed increase lasts for 1 minute).\n
Extended Rest restores used dice.", :level 2, :name "Balm of the Summer Court"}
{:description "During short/long rest you can invoke 'Gloaming Court' to ward your
campsite from intruders.\n Gloaming Court creates a 30 ft radius (60 ft
diameter).\n Withing the radius grants you and your allies +5 bonus to
Wisdom(Perception) checks to detect creatures.\n Any light from open flames
within the circle is not visible from the outside.\n The effect ends when the
rest is finished or you leave the area.", :level 6, :name "Hearth of Moonlight and
Shadow"} {:description "You can use hidden, unpredictable, magical fey pathways to
move in a blink.\nOn your turn you can teleport up to 30 feet to a spot you can
see. Each foot of teleport costs one foot of your normal movement.\nYou may also
teleport a willing ally, by touching them, up to 30 feet to a point you can see.\
nOnce you use either option, teleporting yourself or ally, that option cannot be
used again for 1d4 rounds.", :level 10, :name "Hidden Paths"} {:description
"Casting a spell with a spell slot that restores HP to you/ally you can
simultaneously use dispel magic on that target. Dispel Magic uses a spell slot
equal to the slot used to cast the healing spell.\n\nThis feature may be used 3
times, regaining uses after a long rest.\nIf the healing spell is multi-targeted,
this feature can work on each target, expending one \"use\" per target.", :level
14, :name "Purifying Light"}]}, :circle-of-the-shepherd
{:class :druid, :key :circle-of-the-shepherd, :level-modifiers [], :name "Circle of
the Shepherd", :option-pack "UA - Druid", :traits [{:description "You can call
animal spirits.\nAs a bonus action, you magically summon a Medium spirit to an
unoccupied space you can see within 60 feet of you.\n\nThe spirit creates an aura
in a 30 foot radius around it, it doesn't occupy its space it is immobile, and it
counts as neither a creature nor an object.\nThe nature of the aura depends on the
type of spirit you choose to summon. (Found in the UA Druid PDF)\n\nThe spirit
persists for 1 minute. Once you use this feature, you can't use it again until you
finish a short or long rest.", :level 2, :name "Spirit Bond"} {:description "You
can converse with beasts.\nBeasts understand your speech, and you can decipher
their noises and motions into recognizable words and phrases.\n\nMost beasts lack
the intelligence convey/understand sophisticated concepts, but a friendly beast
could relay what it has seen/heard recently.", :level 2, :name " Beast Speech"}
{:description "You an conjure powerful animals. Any beats summoned/created by your
spells gains two benefits.\n\n1. HP maximum increases by 2 per Hit Die.\n2. Damage
from its natural weapons is considered magical vs overcoming immunity and
resistance to nonmagical attacks/damage.", :level 6, :name "Mighty Summoner"}
{:description "A have a spirit that watches over you and protects you from harm.\
nAfter finishing a long rest you gain the benefits of \"Death Ward\" for 24
hours.", :level 10, :name "Guardian Spirit"} {:description "The spirits you commune
with protect you while vulnerable.\nIf reduced to 0 HP or incapacitated against
your will, you can immediately gain the benefits of \"conjure animals\" as if cast
with a 9th-level spell slot.\n\nIt summons four beasts of your choice of CR 2 or
lower. The beasts appear within 20 ft of you. If given no commands, they protect
you from harm and attack foes. The spells lasts 1 hour.\nOne use, regained from a
long rest.", :level 14, :name "Faithfu Summons"}]}, :circle-of-twilight
{:class :druid, :key :circle-of-twilight, :level-modifiers [], :name "Circle of
Twilight", :option-pack "UA - Druid", :traits [{:description "You can augment your
spells to drain life force. You have an energy pool of d10s equal to your druid
level.\nWhen you roll damage for a spell, you can increase the damage by spending
dice from the pool. You can spend a number of dice equal to half your druid level
or less.\n* Roll the spent dice and add the total as necrotic damage.\n* If one of
more hostiles die from your augmented spell, you or an ally you can see within 30
feet regains 2 HP per die spent to increase damage. **OR** 5 HP per die if at least
one slain creature was undead.\n\nA long rest replenishes your pool.", :level
2, :name "Harvest's Scythe"} {:description "You may \"Speak with Dead\" without
component and you understand what the target says. It can understand your
questions, even without a common language or enough intelligence to speak.\nOne
use, regained after a short or long rest.", :level 6, :name "Speech Beyond the
Grave"} {:description "You gain Necrotic and Radiant damage resistance.\nAlso,
while NOT incapacitated, any ally within 30 feet has advantage on death saving
throws.", :level 10, :name "Watcher at the Threshold"} {:description "You can cast
'Etherealness', once.\nRegained after a short/long rest.", :level 14, :name "Paths
of the Dead"}]}}}, "UA - Psionic Options Revisited" {:orcpub.dnd.e5/subclasses
{:psi-knight {:class :fighter, :traits [{:name "Psionic Talent", :description "You
harbor a wellspring of psionic power within yourself, an energy that ebbs and flows
as you channel it in various ways. This power is represented by your Psionic Talent
die, the starting size of which is a d6.\n\nChanging the Die's Size. If you roll
the highest number on your Psionic Talent die, it decreases by one die size after
the roll. This represents you burning through your psionic energy. For example, if
the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4,
it becomes unusable until you finish a long rest.\n Conversely, if you roll a 1
on your Psionic Talent die, it increases by one die size after the roll, up to its
starting size. This represents you conserving psionic energy for later use. For
example, if you roll a 1 on a d4, the die then becomes a d6.\n Whenever you
finish a long rest, your Psionic Talent die resets to its starting size. When you
reach certain levels in this class, the starting size of your Psionic Talent die
increases: at 5th level (d8), 11th level (d10), and 17th level (d12).", :level 3}
{:level 7, :name "Telekinetic Adept", :description "You have mastered new ways to
use your telekinesis:\n\nPsionic Thrust. When you deal damage to a target with the
Telekinetic Strike of your Psionic Talent, you can force the target to make a
Strength saving throw against a DC equal to 8 + your proficiency bonus + your
Intelligence modifier. Unless the save succeeds, you can knock the target prone or
move it up to 10 feet in any direction horizontally.\n\nTelekinetic Movement. If
your Psionic Talent die is available, you can move an object or a creature with
your mind. As an action, you target one loose object that is Large or smaller or
one willing creature, other than yourself. If you can see the target and it is
within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can
see. Alternatively, if it is a Tiny object, you can move it to or from your hand.
Either way, you can move the target horizontally, vertically, or both. When you
take this action, your Psionic Talent die decreases by one die size."} {:level
10, :name "Psi-Enhanced Metabolism", :description "The psionic energy flowing
through you has bolstered your mind and body. You have resistance to poison and
psychic damage, and you are immune to the poisoned condition."} {:level 15, :name
"Bulwark of Force", :description "You can shield
yourself and others with telekinetic force. As a bonus action, you can choose
creatures, which can include you, that you can see within 30 feet of you, up to a
number of creatures equal to your Intelligence modifier (minimum of one creature).
Each of the chosen creatures is protected by half cover for 1 minute or until
you're incapacitated.\n Once you use this feature, you can't do so again until
you finish a long rest, unless you decrease your Psionic Talent die by one die size
to use this feature again. ", :type :b-action} {:level 18, :name "Telekinetic
Master", :description "Your ability to move creatures and objects with your mind is
matched by few. If your Psionic Talent die is available, you can cast the
Telekinesis spell, requiring no components. Your spellcasting ability for the spell
is Intelligence. When you cast this spell, your Psionic Talent die decreases by one
die size."} {:description "When you or another creature you can see within 30 feet
of you takes damage, you can use your reaction to roll your Psionic Talent die and
reduce the damage taken by the number rolled plus your Intelligence modifier
(minimum reduction of 1), as you create a momentary shield of telekinetic
force.", :name "Psionic Talent: Protective Field", :type :reaction, :level 3}
{:description "When you make a high or long jump, you can roll your Psionic Talent
die and extend the distance of the jump, up to a number of feet equal to twice the
number rolled plus twice your Intelligence modifier (minimum of 1 extra foot). This
extra distance costs you only 1 foot of movement.", :name "Psionic Talent: Psi-
Powered Leap", :level 3} {:description "You can propel your attacks with
telekinetic force. Once on each of your turns, immediately after you deal damage to
a target within 30 feet of you with a weapon attack, you can roll your Psionic
Talent die and also deal force damage to the target equal to the number
rolled.", :name "Psionic Talent: Telekinetic Strike"} {:description "As a bonus
action, you can calm your mind for a moment and restore your Psionic Talent die to
its starting size. You then can't use Psi Replenishment again until you finish a
long rest.", :name "Psionic Talent: Psi Replenishment", :type :b-action, :level
3}], :level-modifiers [{:type :damage-resistance, :level 10, :value :poison} {:type
:damage-resistance, :level 10, :value :psychic} {:type :spell, :value {:level
5, :key :telekinesis, :ability :orcpub.dnd.e5.character/int}, :level 18}], :option-
pack "UA - Psionic Options Revisited", :name "Psi Knight", :level-selections
[], :key :psi-knight}, :psionic-soul {:class :sorcerer, :traits [{:name "Psionic
Talent", :description "You harbor a wellspring of psionic power within yourself, an
energy that ebbs and flows as you channel it in various ways. This power is
represented by your Psionic Talent die, the starting size of which is a d6.\n\
nChanging the Die's Size. If you roll the highest number on your Psionic Talent
die, it decreases by one die size after the roll. This represents you burning
through your psionic energy. For example, if the die is a d6 and you roll a 6, it
becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a
long rest.\n Conversely, if you roll a 1 on your Psionic Talent die, it increases
by one die size after the roll, up to its starting size. This represents you
conserving psionic energy for later use. For example, if you roll a 1 on a d4, the
die then becomes a d6.\n Whenever you finish a long rest, your Psionic Talent die
resets to its starting size. When you reach certain levels in this class, the
starting size of your Psionic Talent die increases: at 5th level (d8), 11th level
(d10), and 17th level (d12).", :level 1} {:level 6, :name "Psychic
Strike", :description "You have learned to channel additional psychic energy into
your spells. Immediately after you deal damage to a creature with a sorcerer spell
for which you expend a spell slot, you can roll your Psionic Talent die and also
deal psychic damage to that creature equal to the number rolled. You can deal this
extra damage only once per turn."} {:level 14, :name "Mind Over Body", :description
"You can now use the psi that flows through you to give your body extraordinary
abilities. As a bonus action, you can roll your Psionic Talent die and spend 1 or
more sorcery points to magically transform yourself for a number of hours equal to
the number rolled. Until the transformation ends, you gain one of the following
benefits of your choice for each sorcery point you spent, choosing a different
benefit for each point: \n • You can see any invisible creature within 60 feet of
you, provided it isn't behind total cover.\n • You gain a flying speed equal to
your walking speed, and you can hover.\n • You gain a swimming speed equal to
twice your walking speed, and you can breathe underwater.\n • Your body, along
with any equipment you are wearing or carrying, becomes pliable. You can move
through any space as narrow as 1 inch without squeezing, and you can spend 5 feet
of movement to escape from nonmagical restraints or being grappled.", :type :b-
action} {:level 18, :name "Psychic Aura", :description "If your Psionic Talent die
is available, you can unleash your psionic power in a crackling aura of psychic
energy; as a bonus action, you can magically radiate this transparent, 30-foot
radius aura for 1 minute or until you're incapacitated or lose the use of your
Psionic Talent die.\n Whenever a creature starts its turn in the aura or moves
into it for the first time on a turn, you can roll your Psionic Talent die and deal
psychic damage to the creature, equalling the number rolled plus your Charisma
modifier. If the creature takes any of this damage, its speed is halved until the
start of its next turn.", :type :b-action} {:description "You can unlock the
ability to cast a mind-oriented sorcerer spell you don't already know. After
meditating for 10 minutes (which can be done during a rest), roll your Psionic
Talent die, and choose a sorcerer spell of a level for which you have spell slots
and that is in the school of divination or enchantment. You know the chosen spell
for a number of hours equal to the number you rolled.", :name "Psionic Talent:
Psionic Discovery"} {:name "Psionic Talent: Psychic Sorcery", :description "When
you cast a spell, you can use your mind to form it, rather than relying on words,
gestures, and materials. To do so, roll your Psionic Talent die. The spell then
requires no verbal component, and if you rolled the level of the spell or higher,
the spell doesn't require somatic or material components either."} {:name "Psionic
Talent: Telepathic Speech", :description "You can form a telepathic connection
between your mind and the mind of another. As a bonus action, choose one creature
you can see, and roll your Psionic Talent die. For a number of hours equal to the
number you rolled, you and the chosen creature can speak telepathically with each
other while the two of you are within a number of miles of each other equal to the
number you rolled. To understand each other, you each must speak mentally in a
language the other knows. The telepathic connection ends early if you use this
ability to form a connection with a different creature.", :type :b-action}
{:description "As a bonus action, you can calm your mind for a moment and restore
your Psionic Talent die to its starting size. You then can't use Psi Replenishment
again until you finish a long rest.", :name "Psionic Talent: Psi
Replenishment", :type :b-action}], :level-modifiers [], :option-pack "UA - Psionic
Options Revisited", :name "Psionic Soul", :level-selections [], :key :psionic-
soul}, :soulknife {:class :rogue, :traits [{:name "Psionic Talent", :description
"You harbor a wellspring of psionic power within yourself, an energy that ebbs and
flows as you channel it in various ways. This power is represented by your Psionic
Talent die, the starting size of which is a d6.\n\nChanging the Die's Size. If you
roll the highest number on your Psionic Talent die, it decreases by one die size
after the roll. This represents you burning through your psionic energy. For
example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you
roll a 4, it becomes unusable until you finish a long rest.\n Conversely, if you
roll a 1 on your Psionic Talent die, it increases by one die size after the roll,
up to its starting size. This represents you conserving psionic energy for later
use. For example, if you roll a 1 on a d4, the die then becomes a d6.\n Whenever
you finish a long rest, your Psionic Talent die resets to its starting size. When
you reach certain levels in this class, the starting size of your Psionic Talent
die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).", :level
3} {:level 3, :name "Psychic Blades", :description "You can manifest your psionic
power as shimmering blades of psychic energy. When you are about to make a melee or
ranged weapon attack against a creature, you can manifest a psychic blade from your
free hand and make the attack with that blade. This magic blade is a simple melee
weapon with the finesse and thrown properties. It has a normal range of 60 feet and
no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability
modifier you used for the attack roll. The blade vanishes immediately after it hits
or misses its target, and it leaves no mark on its target if it deals damage.\n
After you attack with the blade, you can make a melee or ranged weapon attack with
a second psychic blade as a bonus action on the same turn, provided your other hand
is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
"} {:level 9, :name "Soul Blades", :description "Your Psychic Blades are now an
expression of your psi-suffused soul, giving you
finer control over them in the following ways:\n\nHoming Strikes. If you make an
attack roll with your Psychic Blades and miss the target, you can roll your Psionic
Talent die and add the number rolled to the attack roll. If this causes the attack
to hit, your Psionic Talent die decreases by one die size, regardless of the number
rolled.\n\nPsychic Teleportation. If your Psionic Talent die is available, you can
hurl your Psychic Blades to magically transport yourself to another location. As a
bonus action, you manifest one of your Psychic Blades and throw it at an unoccupied
space you can see, up to a number of feet away equal to 5 times the highest number
on your Psionic Talent die. You then teleport to that space, the blade vanishes,
and your Psionic Talent die decreases by one die size."} {:level 13, :name "Psionic
Veil", :description "You can weave a veil of psychic static to mask yourself. As an
action, you can magically become invisible, along with anything you are wearing or
carrying, for 10 minutes or until you dismiss this effect (no action required).
This invisibility ends if you deal damage to a creature or if you force a creature
to make a saving throw.\n Once you use this feature, you can't do so again until
you finish a long rest, unless you decrease your Psionic Talent die by one die size
to use this feature again.", :type :action} {:level 17, :name "Rend
Mind", :description "You can sweep your Psychic Blades directly through a
creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a
creature, you can force that target to make a Wisdom saving throw (DC equal to 8 +
your proficiency bonus + your Dexterity modifier). Unless the save succeeds, the
target is stunned until the end of your next turn.\n Once you use this feature,
you can't do so again until you finish a long rest, unless you decrease your
Psionic Talent die by one die size to use this feature again."} {:description "When
your non-psionic training fails you, you can tap into your psionic power to help:
if you fail an ability check using a skill or tool with which you have proficiency,
you can roll your Psionic Talent die and add the number rolled to the check,
potentially turning failure into success.", :name "Psionic Talent: Psi-Bolstered
Knack", :level 3} {:name "Psionic Talent: Psychic Whispers", :description "You can
use your psychic abilities to establish telepathic communication between yourself
and others—perfect for quiet infiltration. As an action, you give yourself and at
least one other creature the ability to speak telepathically with each other. When
you do so, roll your Psionic Talent die, and choose creatures you can see, up to a
number of creatures equal to the number rolled. For 1 hour, the chosen creatures
can speak telepathically with you, and you can speak telepathically with them. To
send or receive a message (no action required), you and the other creature must be
within 1 mile of each other. A creature can't use this telepathy if it can't speak
any languages, and a creature can end the telepathic connection at any time (no
action required). You and the creature don't need to speak a common language to
understand each other."} {:description "As a bonus action, you can calm your mind
for a moment and restore your Psionic Talent die to its starting size. You then
can't use Psi Replenishment again until you finish a long rest.", :name "Psionic
Talent: Psi Replenishment", :type :b-action, :level 3}], :level-modifiers
[], :option-pack "UA - Psionic Options Revisited", :name "Soulknife", :level-
selections [], :key :soulknife}}, :orcpub.dnd.e5/spells {:intellect-fortress
{:description "For the duration, you or one willing creature you can see within
range has resistance to psychic damage, as well as advantage on Intelligence,
Wisdom, and Charisma saving throws.\n At Higher Levels. When you cast this spell
using a spell slot of 5th level or higher, you can target one additional creature
for each slot level above 4th. The creatures must be within 30 feet of each other
when you target them.", :key :intellect-fortress, :school "abjuration", :name
"Intellect Fortress", :duration "Concentration, up to 1 hour", :level 4, :option-
pack "UA - Psionic Options Revisited", :components {:verbal true}, :casting-time "1
action", :spell-lists {:bard true, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30
feet"}, :mind-sliver {:description "You drive a disorienting spike of psychic
energy into the mind of one creature you can see within range. The target must make
an Intelligence saving throw. Unless the saving throw is successful, the target
takes 1d6 psychic damage, and the first time it makes a saving throw before the end
of your next turn, it must roll a d4 and subtract the number rolled from the save.\
n This spell's damage increases by 1d6 when you reach certain levels: 5th level
(2d6), 11th level (3d6), and 17th level (4d6).", :key :mind-sliver, :school
"enchantment", :name "Mind Sliver", :duration "1 round", :level 0, :option-pack "UA
- Psionic Options Revisited", :components {:verbal true}, :casting-time "1 action",
:spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger
false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :mind-
thrust {:description "You thrust a lance of psychic disruption into the mind of one
creature you can see within range. The target must make an Intelligence saving
throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a
reaction until the end of its next turn. Moreover, on its next turn, it must choose
whether it gets a move, an action, or a bonus action; it gets only one of the
three. On a successful save, the target takes half as much damage and suffers none
of the spell's other effects.\n At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, you can target one additional creature for
each slot level above 2nd. The creatures must be within 30 feet of each other when
you target them.", :key :mind-thrust, :school "enchantment", :name "Mind
Thrust", :duration "1 round", :level 2, :option-pack "UA - Psionic Options
Revisited", :components {:verbal true}, :casting-time "1 action", :spell-lists
{:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock false, :wizard true}, :range "90 feet"}}, :orcpub.dnd.e5/feats
{:metabolic-control-prerequisite-psionic-talent-feature-or-wild-talent-feat-
{:ability-increases #{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/con}, :prereqs #{}, :option-
pack "UA - Psionic Options Revisited", :name "Metabolic Control (Prerequisite:
'Psionic Talent' feature or 'Wild Talent' feat)", :description "You have refined
psionic control over your body's functions. You gain the following benefits:\n •
Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.\
n • If your Psionic Talent die is available, you can take an action to channel
your psionic power to nourish yourself for the next 24 hours, as if you consumed
sufficient food and water for a day. When you take this action, your Psionic Talent
die decreases by one die size.\n • If your Psionic Talent die is available, you
can meditate for 1 minute, at the end of which you gain the benefits of finishing a
short rest, and your Psionic Talent die decreases by one die size. You can't
meditate in this way again until you finish a long rest.", :key :metabolic-control-
prerequisite-psionic-talent-feature-or-wild-talent-feat-}, :telepathic-
prerequisite-psionic-talent-feature-or-wild-talent-feat- {:ability-increases
#{:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-
pack "UA - Psionic Options Revisited", :name "Telepathic (Prerequisite: 'Psionic
Talent' feature or 'Wild Talent' feat)", :description "You awaken the ability to
mentally connect with others. You gain the following benefits:\n • Increase your
Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.\n • You can
speak telepathically to any creature you can see within 30 feet of you. Your
telepathic utterances are in a language you know, and the creature understands you
only if it knows that language. Your communication doesn't give the creature the
ability to respond to you telepathically.\n • If your Psionic Talent die is
available, you can cast the Detect Thoughts spell, requiring no components. When
you start casting the spell, your Psionic Talent die decreases by one die size.
Your spellcasting ability for the spell is the ability increased by this
feat.", :key :telepathic-prerequisite-psionic-talent-feature-or-wild-talent-feat-},
:tower-of-iron-will-prerequisite-psionic-talent-feature-or-wild-talent-feat-
{:ability-increases #{}, :prereqs #{}, :option-pack "UA - Psionic Options
Revisited", :name "Tower of Iron Will (Prerequisite: 'Psionic Talent' feature or
'Wild Talent' feat)", :description "Your mind's defenses are formidable. After you
or another creature you can see within 30 feet of you fails a saving throw, you can
use your reaction to roll your Psionic Talent die and add the number rolled to the
saving throw, potentially causing it to succeed.", :key :tower-of-iron-will-
prerequisite-psionic-talent-feature-or-wild-talent-feat-}, :wild-talent {:ability-
increases #{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/con
:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-
pack "UA - Psionic Options Revisited", :name "Wild Talent", :description "You
awaken to your psionic potential, which enhances your mind or body. Increase one
ability score of your choice by 1, to a maximum of 20, to represent this
enhancement.\n
You also harbor a wellspring of psionic power within yourself, an energy that
ebbs and flows as you channel it in various ways. This power is represented by your
Psionic Talent die, the starting size of which is a d6.\n\nPsionic Talent Options.
You can use your Psionic Talent die in the following ways:\n Psi-Boosted Ability.
When you make an ability check with the ability increased by this feat, you can
roll your Psionic Talent die and add the number rolled to the check. You can choose
to do so before or after rolling the d20, but before you know whether the check
succeeded or failed.\n Psi-Guided Strike. Once on each of your turns when you hit
with an attack roll that uses the ability increased by this feat, you can roll your
Psionic Talent die after you make the damage roll and then replace one of the
damage dice with the number rolled on the Psionic Talent die.\n\nChanging the Die's
Size. If you roll the highest number on your Psionic Talent die, it decreases by
one die size after the roll. This represents you burning through your psionic
energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's
a d4 and you roll a 4, it becomes unusable until you finish a long rest.\n
Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die
size after the roll, up to its starting size. This represents you conserving
psionic energy for later use. For example, if you roll a 1 on a d4, the die then
becomes a d6.\n Whenever you finish a long rest, your Psionic Talent die resets
to its starting size. When you reach certain levels, the starting size of your
Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level
(d12).\n If you have a Psionic Talent die from another source, such as a class
feature, you don't get more than one die; use only the one with the largest
starting size.\n\nPsi Replenishment. As a bonus action, you can calm your mind for
a moment and restore your Psionic Talent die to its starting size. You then can't
use Psi Replenishment again until you finish a long rest.", :key :wild-
talent}, :telekinetic-prerequisite-psionic-talent-feature-or-wild-talent-feat-
{:ability-increases #{:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-
pack "UA - Psionic Options Revisited", :name "Telekinetic (Prerequisite: 'Psionic
Talent' feature or 'Wild Talent' feat)", :description "You learn to move things
with your mind. You gain the following benefits:\n • Increase your Intelligence,
Wisdom, or Charisma score by 1, to a maximum of 20.\n • You learn the Mage Hand
cantrip. You can cast it without verbal or somatic components, and you can make the
spectral hand invisible. If you already know this spell, its range increases by 30
feet when you cast it. Its spellcasting ability is the ability increased by this
feat.\n • As a bonus action, you can try to telekinetically shove one creature
you can see within 30 feet of you. When you do so, roll your Psionic Talent die,
and the target must succeed on a Strength saving throw (DC 8 + your proficiency
bonus + the ability modifier of the score increased by this feat) or be moved
toward you or away from you a number of feet equal to 5 times the number you
rolled. A creature can willingly fail this save.", :key :telekinetic-prerequisite-
psionic-talent-feature-or-wild-talent-feat-}}}, "UA - Monk"
{:orcpub.dnd.e5/subclasses {:way-of-the-kensei {:class :monk, :traits [{:level
3, :name "Path of the Kensei", :description "When you choose this tradition at 3rd
level, you learn to extend your knowledge of the martial arts beyond the standard
array of monk weapons.\nYou gain the following benefits:\n • You gain proficiency
with three martial weapons of your choice. A martial weapon is considered a kensei
weapon for you if you're proficient with it.\n • Whenever you wield a kensei
weapon, you choose whether to use Dexterity or Strength for the attack and damage
rolls of the weapon,and you choose whether to use your Martial Arts damage die in
place of the weapon's damage die.\n • When you take the Attack action on your
turn and hit a target with a kensei weapon, you can use a bonus action to pummel
the target, dealing an additional 1d4 bludgeoning damage to that target and to any
other target you hit with the weapon as part of the Attack.\n • If you make an
unarmed strike as part of the Attack action on your turn and are holding a kensei
weapon, you can use that weapon to defend yourself. You gain a +2 bonus to AC until
the start of your next turn while you are not incapacitated and the weapon is in
your hand."} {:level 6, :description "At 6th level, you extend your ki into the
weapons you hold, granting you the following benefits:\n\nMagic Weapons. Your
attacks with your kensei weapons count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage.\n\nPrecise Strike. You
can focus your attention on a single target in battle to understand and overcome
its defenses. As a bonus action, pick one creature you can see within 30 feet of
you. The next weapon attack you make against that creature during the current turn
adds double your proficiency bonus to the attack roll, rather than your normal
proficiency bonus. Once you use this ability, you can't use it again until you
finish a short or long rest.", :name "One with the Blade"} {:level 11, :description
"At 11th level, you gain the ability to augment your weapons with the strength of
your ki. As a bonus action, you can expend up to 3 ki points to grant a weapon you
touch a bonus to attack and damage rolls while you wield it. The bonus equals the
number of ki points you spent. This bonus lasts for 1 minute.", :name "Sharpen the
Blade"} {:level 17, :name "Unerring Accuracy", :description "At 17th level, your
mastery of weapons grants you extraordinary accuracy. On each of your turns, you
can reroll one weapon attack roll you make that misses."}], :level-modifiers
[], :option-pack "UA - Monk", :name "Way of the Kensei", :key :way-of-the-
kensei, :disabled? false}, :way-of-tranquility {:class :monk, :traits [{:level
3, :description "When you choose this tradition at 3rd level, you can become an
island of calm in even the most chaotic of situations. With this feature, you can
cast the sanctuary spell on yourself, no material component required, and it lasts
up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom
modifier. A creature that succeeds on the save is immune to this effect for 1
hour.\n Once you cast the spell in this way, you can't do so again for 1
minute.", :name "Path of Tranquility"} {:name "Healing Hands", :description "Your
mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical
healing power that replenishes when you take a long rest. With that pool, you can
restore a total number of hit points equal to your monk level x 10.\n As an
action, you can touch a creature and draw power from the pool to restore a number
of hit points to that creature, up to the maximum amount remaining in the pool.\n
Instead of healing the creature, you can expend 5 hit points from your pool of
healing to cure the target of one disease or neutralize one poison affecting it.
You can cure multiple diseases and neutralize multiple poisons with a single use of
Healing Hands, expending hit points separately for each one.\n When you use your
Flurry of Blows, you can replace one of the unarmed strikes with a use of this
feature.\n This feature has no effect on undead and constructs.", :level 3}
{:description "At 6th level, you gain the ability to diffuse violent situations.
Whenever you make a Charisma check to calm violent emotions or to counsel peace,
you have advantage on the roll. You must make this entreaty in good faith; it
doesn't apply if proficiency in the Deception or Intimidation skill applies to your
check.\n You also gain proficiency in the Performance or Persuasion skill (choose
one).", :level 6, :name "Emissary of Peace"} {:description "At 11th level, you gain
the ability to temporarily extinguish a creature's violent impulses. As an
action,you can touch a creature, and it must make a Wisdom saving throw with a DC
equal to 8 + your proficiency bonus + your Wisdom modifier. The target
automatically succeeds if it's missing any of its hit points. If the target fails
the save, it can't attack for 1 minute. During that time, it also can't cast spells
that deal damage or that force someone to make a saving throw. This effect ends if
the target is attacked, takes damage, or is forced to make a saving throw or if the
target witnesses any of those things happening to its allies.", :name "Douse the
Flames of War", :level 11} {:level 17, :description "At 17th level, you gain the
ability to visit vengeance on someone who fells others. If you see a creature
reduce another creature to 0 hit points, you can use your reaction to grant
yourself a bonus to all damage rolls against the aggressor until the end of your
next turn. The bonus equals your monk level. Once you use this ability, you can't
use it again until you finish a short or long rest.", :name "Anger of a Gentle
Soul"}], :level-modifiers [], :option-pack "UA - Monk", :name "Way of Tranquility",
:key :way-of-tranquility}}}, "UA - The Artificer Returns" {:orcpub.dnd.e5/classes
{:artificer-returned {nil nil, :key :artificer-returned, :level-modifiers
[{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium}
{:type :armor-prof, :value :shields} {:type :weapon-prof, :value :simple}
{:type :weapon-prof, :value :crossbow-hand} {:type :weapon-prof, :value :crossbow-
heavy} {:type :tool-prof, :value :tinkers-tools} {:type :tool-
prof, :value :thieves-tools}], :name "Artificer, Returned", :subclass-level
3, :option-pack "UA - The Artificer Returns", :subclass-title
"Artificer Specialist", :level-selections [{:type :artificer-infusions, :level 19,
:num 1} {:type :artificer-infusions, :level 15, :num 1} {:type :artificer-
infusions, :level 11, :num 1} {:type :artificer-infusions, :level 7, :num 1} {:type
:artificer-infusions, :level 4, :num 1} {:type :artificer-infusions, :level 2, :num
3} {:type :artificer-tool-proficiency}], :spellcasting {:level-factor 2, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/int, :spells-known {2 2, 3 1, 5
1, 7 1, 9 1, 11 1, 13 1, 15 1, 17 1, 19 1}, :cantrips? true, :cantrips-known {1 2,
10 1, 14 1}, :spell-list {0 #{:dancing-lights :ray-of-frost :acid-splash :mage-hand
:frostbite :thorn-whip :thunderclap :fire-
bolt :guidance :mending :resistance :shocking-grasp :magic-stone :create-
bonfire :spare-the-dying :poison-spray :light :prestidigitation :message}, 1
#{:alarm :arcane-weapon :detect-magic :feather-
fall :grease :identify :longstrider :disguise-self :faerie-fire :false-
life :expeditious-retreat :absorb-elements :catapult :sanctuary :cure-
wounds :jump :snare}, 2 #{:magic-mouth :arcane-lock :skywrite :rope-
trick :protection-from-poison :continual-flame :enhance-ability :lesser-restoration
:enlarge-reduce :darkvision :alter-self :see-invisibility :magic-
weapon :levitate :blur :pyrotechnics :invisibility :aid :spider-climb :heat-metal},
3 #{:elemental-weapon :blink :water-breathing :dispel-magic :tiny-
servant :catnap :glyph-of-warding :haste :fly :revivify :protection-from-
energy :flame-arrows :water-walk :gaseous-form}, 4 #{:fabricate :elemental-
bane :leomunds-secret-chest :mordenkainens-faithful-hound :freedom-of-
movement :vitriolic-sphere :mordenkainens-private-sanctum :otilukes-resilient-
sphere :arcane-eye :stone-shape :stoneskin}, 5 #{:animate-objects :bigbys-
hand :creation :greater-restoration :wall-of-stone :skill-empowerment :transmute-
rock}}}, :ability-increase-levels [4 8 12 16 19], :subclass-help "Each Artificer
specializes in a specific line of study.", :help "Masters of unlocking magic in
everyday objects, artificers are supreme inventors. They see magic as a complex
system waiting to be decoded and controlled. Artificers use tools to channel arcane
power, crafting temporary and permanent magical objects. The magic of artificers is
tied to their tools and their talents.", :profs {:save
{:orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/int true}, :skill-
options {:choose 2, :options {:arcana true, :history true, :investigation
true, :medicine true, :nature true, :perception true, :sleight-of-hand
true}}}, :hit-die 8, :traits [{:description "The creation and operation of
gunpowder weapons have been discovered in various corners of the D&D multiverse. If
your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide(p.
267) and your artificer has been exposed to the operation of such weapons, your
artificer is proficient with them.", :name "Optional Rule: Firearm Proficiency"}
{:description "At 1st level, you learn how to invest a spark of magic in objects
that would otherwise be mundane. To use this ability, you must have thieves' tools,
tinker's tools, or other artisan's tools in hand. You then touch a Tiny nonmagical
object as an action and give it one of the following magical properties of your
choice:\n • The object sheds bright light in a 5-foot radius and dim light for an
additional 5 feet.\n • Whenever tapped by a creature, the object emits a recorded
message that can be heard up to 10 feet away. You utter the message when you bestow
this property on the object, and the recording can be no more than 6 seconds long.\
n • The object continuously emits your choice of an odor or a nonverbal sound
(wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10
feet away.\n • A static visual effect appears on one of the object's surfaces.
This effect can be a picture, up to 25 words of text, lines and shapes, or a
mixture of these elements, as you like.\n The chosen property lasts indefinitely.
As an action, you can touch the object and end the property early.\n You can give
the magic of this feature to multiple objects, touching one object each time you
use the feature, and a single object can bear only one of the properties at a time.
The maximum number of objects you can affect with the feature at one time is equal
to your Intelligence modifier (minimum of one object). If you try to exceed your
maximum, the oldest property immediately ends, and then the new property applies.",
:name "Magical Tinkering"} {:name "Spellcasting", :description "You have studied
the workings of magic, how to channel it through objects, and how to awaken it
within them. As a result, you have gained a limited ability to cast spells. To
observers, you don't appear to be casting spells in a conventional way; you look as
if you're producing wonders through various items.\n\nTools Required. You produce
your artificer spell effects through your tools. You must have a spellcasting focus
—specifically thieves' tools or some kind of artisan's tool—in hand when you cast
any spell with this Spellcasting feature. You must be proficient with the tool to
use it in this way. See chapter 5, “Equipment,” in the Player's Handbook for
descriptions of these tools.\n\nAfter you gain the Infuse Item feature at 2nd
level, you can also use any item bearing one of your infusions as a spellcasting
focus."} {:description "You can cast an artificer spell as a ritual if that spell
has the ritual tag and you have the spell prepared.", :name "Ritual Casting"}
{:name "Infuse Item", :level 2, :description "At 2nd level, you gain the ability to
imbue mundane items with certain magical infusions. The magic items you create with
this feature are effectively prototypes of permanent items.\n\nInfusions Known:
When you gain this feature, pick two artificer infusions to learn, choosing from
the “Artificer Infusions” section at the end of the class's description. You learn
additional infusions of your choice when you reach certain levels in this class, as
shown in the Infusions Known column of the Artificer table.\n\nWhenever you gain a
level in this class, you can replace one of the artificer infusions you learned
with a new one.\n\nInfusing an Item: Whenever you finish a long rest, you can touch
a nonmagical object and imbue it with one of your artificer infusions, turning it
into a magic item. An infusion works on only certain kinds of objects, as specified
in the infusion's description. If the item requires attunement, you can attune
yourself to it the instant you infuse the item, or you can forgo attunement so that
someone else can attune to the item. If you decide to attune to the item later, you
must do so using the normal process for attunement (see “Attunement” in the Dungeon
Master's Guide, page 136).\n\nYour infusion remains in an item indefinitely, but
when you die, the infusion vanishes after a number of days have passed equal to
your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you
give up your knowledge of the infusion for another one.\n\nYou can infuse more than
one nonmagical object at the end of a long rest; the maximum number of objects
appears in the Infused Items column of the Artificer table at
https://media.wizards.com/2019/dnd/downloads/UA-Artificer2-2019.pdf. You must touch
each of the objects, and each of your infusions can be in only one object at a
time. If you try to exceed your maximum number of infusions, the oldest infusion
immediately ends, and then the new infusion applies."} {:description "Starting at
3rd level, your proficiency bonus is doubled for any ability check you make that
uses your proficiency with a tool.", :level 3, :name "Tool Expertise"}
{:description "Starting at 5th level, you can attack twice, rather than once,
whenever you take the Attack action on your turn, but one of the attacks must be
made with a magic weapon, the magic of which you use to propel the attack.", :level
5, :name "Arcane Armament"} {:name "The Right Cantrip for the Job", :level
10, :description "At 10th level, you gain the ability to make sure you have the
right magical tool for a job. Whenever you finish a short or long rest, you can
replace one of the artificer cantrips you know with another cantrip from the
artificer spell list."} {:name "Spell-Storing Item", :level 18, :description "When
you reach 18th level, you learn how to store a spell in an object for repeated use.
Whenever you finish a long rest, you can touch one simple or martial weapon or an
item that you can use as a spellcasting focus and store a spell in it, choosing one
1st-or 2nd-level spell from the artificer spell list that requires 1 action to cast
(you don't need to have the spell prepared). With the object in hand, a creature
can take an action to produce the spell's effect from it, using your spellcasting
ability modifier.\n\nThe spell stays in the object until it has been used a number
of times equal to twice your Intelligence modifier (minimum of twice) or until you
use this feature again."} {:description "At 20th level, your understanding of magic
items is unmatched, allowing you to mingle your soul with items linked to you. You
can attune to up to six magic items at once. In addition, you gain a +1 bonus to
all saving throws per magic item you are currently attuned to.", :name "Soul of
Artifice", :level 20} {:name "Equipment", :description "You start with the
following equipment, in addition to the equipment granted by your background:\n\n•
any two simple weapons\n• a light crossbow and 20 bolts\n• (a) studded leather
armor or (b) scale mail\n• thieves' tools and a dungeoneer's pack\n\nIf you forgo
this starting equipment, as well as the items offered by your background, you start
with 5d4 ×10 gp to buy your equipment."} {:name "Spell Slots at First
Level", :description "You have two 1st level spell slots at
first level. These do not display properly until reaching level 2."} {:description
"If your group uses the optional rule on multiclassing in the Player's Handbook (p.
163), here's what you need to know if you choose artificer as one of your classes.\
n\nAbility Score Minimum. As a multiclass character, you must have at least an
Intelligence score of 13 to take a level in this class.\n\nProficiencies Gained. If
artificer isn't your initial class, here are the proficiencies you gain when you
take your first level as an artificer: light armor, medium armor, shields, thieves'
tools, tinker's tools.\n\nExtra Attack. The Arcane Armament feature doesn't give
you an additional attack if you also have the Extra Attack feature.\n\nSpell Slots.
Add half your levels (rounded up) in the artificer class to the appropriate levels
from other classes to determine your available spell slots.", :name "Optional Rule:
Multiclassing"}]}}, :orcpub.dnd.e5/spells {:arcane-weapon {:description "You
channel arcane energy into one simple or martial weapon you're holding, and choose
one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell
ends, you deal an extra 1d6 damage of the chosen type to any target you hit with
the weapon. If the weapon isn't magical, it becomes a magic weapon for the spell's
duration.\n As a bonus action, you can change the damage type, choosing from the
options above.\n At Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, you can maintain your concentration on the spell for up to 8
hours.", :key :arcane-weapon, :school "transmutation", :name "Arcane
Weapon", :duration "Concentration, up to 1 hour", :level 1, :option-pack "UA - The
Artificer Returns", :components {:verbal true, :somatic true}, :casting-time "1
bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range
"Self"}}, :orcpub.dnd.e5/selections {:artificer-infusions {:options [{:description
"Item: A pair of boots (requires attunement)\n\nWhile wearing these boots, a
creature can teleport up to 15 feet as a bonus action to an unoccupied space the
creature can see. The creature must have occupied that space at some point during
the current turn.", :name "Infusion: Boots of the Winding Path (Prerequisite: 4th-
level artificer)"} {:description "Item: A suit of armor or a shield\n\nA creature
gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the
infused item. The bonus increases to +2 when you reach 12th level in this class.
Enter this manually as a custom item that grants AC.", :name "Infusion: Enhanced
Defense"} {:description "Item: A simple or martial weapon\n\nThis magic weapon
grants a +1 bonus to attack and damage rolls made with it. The bonus increases to
+2 when you reach 12th level in this class.", :name "Infusion: Enhanced Weapon"}
{:description "Item: 2–5 pouches\n\nThe infused pouches all share one
interdimensional space of the same capacity as a single pouch. Thus, reaching into
any of the pouches allows access to the same storage space. A pouch operates as
long as it is within 100 miles of another one of the pouches; the pouch is
otherwise empty and won't accept any contents.\n\nIf this infusion ends, the items
stored in the shared space move into one of the pouches, determined at random. The
rest of the pouches become empty.", :name "Infusion: Many-Handed Pouch
(Prerequisite: 4th-level artificer)"} {:description "Item: A simple or martial
weapon (requires attunement)\n\nThis magic weapon grants a +1 bonus to attack and
damage rolls made with it. While holding it, the wielder can take a bonus action to
cause it to shed bright light in a 30-foot radius and dim light for an additional
30 feet. The wielder can extinguish the light as a bonus action.\n\nAs a reaction
immediately after being hit by a melee attack, the wielder can cause the attacker
to be blinded until the end of the attacker's next turn, unless the attacker
succeeds on a Constitution saving throw against your spell save DC. Once used, this
reaction can't be used again until the wielder finishes a short or long
rest.", :name "Infusion: Radiant Weapon (Prerequisite: 8th-level artificer)"}
{:description "Item: A suit of armor (requires attunement)\n\nWhile wearing this
armor, a creature has resistance to one of the following damage types, which you
choose when you infuse the item: acid, cold, fire, force, lightning, necrotic,
poison, psychic, radiant, or thunder.", :name "Infusion: Resistant Armor
(Prerequisite: 8th-level artificer)"} {:description "Item: A simple or martial
weapon with the thrown property\n\nThis magic weapon grants a +1 bonus to attack
and damage rolls made with it, and it returns to the wielder's hand immediately
after it is used to make a ranged attack.", :name "Infusion: Returning Weapon"}
{:description "Using this infusion, you replicate a particular magic item; an
Alchemy Jug. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Alchemy Jug"}
{:description "Using this infusion, you replicate a particular magic item; a Bag of
Holding. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Bag of Holding"}
{:description "Using this infusion, you replicate a particular magic item; a Cap of
Water Breathing. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Cap of Water
Breathing"} {:description "Using this infusion, you replicate a particular magic
item; a Cloak of the Manta Ray. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Cloak of
the Manta Ray"} {:description "Using this infusion, you replicate a particular
magic item; Goggles of Night. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Goggles of
Night"} {:description "Using this infusion, you replicate a particular magic item;
a Lantern of Revealing. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Lantern of
Revealing"} {:description "Using this infusion, you replicate a particular magic
item; a Rope of Climbing. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Rope of Climbing"}
{:description "Using this infusion, you replicate a particular magic item; Sending
Stones. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Sending Stones"}
{:description "Using this infusion, you replicate a particular magic item; a Wand
of Magic Detection. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Wand of Magic
Detection"} {:description "Using this infusion, you replicate a particular magic
item; a Wand of Secrets. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Wand of Secrets"}
{:description "Using this infusion, you replicate a particular magic item; Boots of
Elvenkind. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Boots of Elvenkind
(Prerequisite: 12th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Boots of Striding and Springing. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Boots of Striding and Springing
(Prerequisite: 12th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Boots of the Winterlands. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Boots of the Winterlands (Prerequisite:
12th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; Bracers of Archery. See the item's description in the
Dungeon Master's Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Infusion:
Replicate Bracers of Archery (Prerequisite: 12th-level artificer)"} {:description
"Using this infusion, you replicate a particular magic item; a Brooch of Shielding.
See the item's description in the Dungeon Master's Guide for more information about
it, including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate
Brooch of Shielding (Prerequisite: 12th-level artificer)"} {:description "Using
this infusion, you replicate a particular magic item; a Cloak of Elvenkind. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Cloak of Elvenkind (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Cloak of Protection. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Infusion: Replicate
Cloak of Protection (Prerequisite: 12th-level artificer)"} {:description "Using
this infusion, you replicate a particular magic item; Eyes of Charming. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Eyes of Charming (Prerequisite: 12th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; Eyes of the Eagle. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Eyes of the Eagle
(Prerequisite: 12th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Gauntlets of Ogre Power. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Gauntlets of Ogre Power (Prerequisite:
12th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; Gloves of Missile Snaring. See the item's description in the
Dungeon Master's Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Infusion:
Replicate Gloves of Missile Snaring (Prerequisite: 12th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; Gloves
of Swimming and Climbing. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Gloves of Swimming
and Climbing (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; Gloves of Thievery. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Gloves of Thievery (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Hat of Disguise. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Hat of
Disguise (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; a Headband of Intellect. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Headband of Intellect (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Helm of Telepathy. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Helm of
Telepathy (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Medallion of Thoughts. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Medallion of Thoughts (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Periapt of Wound Closure. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Infusion: Replicate
Periapt of Wound Closure (Prerequisite: 12th-level artificer)"} {:description
"Using this infusion, you replicate a particular magic item; Pipes of Haunting. See
the item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Pipes of Haunting (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; Pipes of the Sewers. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Pipes of
the Sewers (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Quiver of Ehlonna. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Quiver of Ehlonna (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Ring of Jumping. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Ring of
Jumping (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; a Ring of Mind Shielding. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Ring of Mind Shielding (Prerequisite:
12th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; a Ring of Water Walking. See the item's description in the
Dungeon Master's Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Infusion:
Replicate Ring of Water Walking (Prerequisite: 12th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; Slippers
of Spider Climbing. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Slippers of Spider
Climbing (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; Winged Boots. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Winged Boots (Prerequisite: 12th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; an
Amulet of Health. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Amulet of Health
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Belt of Hill Giant Strength. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Belt of Hill Giant Strength (Prerequisite:
16th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; Boots of Levitation. See the item's description in the
Dungeon Master's Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Infusion:
Replicate Boots of Levitation (Prerequisite: 16th-level artificer)"} {:description
"Using this infusion, you replicate a particular magic item; Boots of Speed. See
the item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Boots of Speed (Prerequisite: 16th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; Bracers of Defense. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Bracers of Defense
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Cloak of the Bat. See the item's description
in the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Cloak of the Bat (Prerequisite: 16th-level artificer)"}
{:description "Using this infusion, you replicate
a particular magic item; Dimensional Shackles. See the item's description in the
Dungeon Master's Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Infusion:
Replicate Dimensional Shackles (Prerequisite: 16th-level artificer)"} {:description
"Using this infusion, you replicate a particular magic item; a Gem of Seeing. See
the item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Gem of Seeing (Prerequisite: 16th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; a Horn of Blasting. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Horn of Blasting
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Ring of Free Action. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Ring of Free Action (Prerequisite: 16th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Ring of Protection. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Infusion: Replicate
Ring of Protection (Prerequisite: 16th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Ring of the Ram. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Ring of the Ram (Prerequisite: 16th-level
artificer)"} {:name "Infusion: Enhance Wand", :description "Item: A wand(requires
attunement)\n\nWhile holding this wand, a creature gains a +1 bonus to spell attack
rolls. In addition, the creature ignores half cover when making a spell attack. The
bonus increases to +2 when you reach 12th level in this class."} {:description
"Item: A simple or martial weapon with the ammunition property (requires
attunement)\n\nThis magic weapon grants a +1 bonus to attack and damage rolls made
with it when it's used to make a ranged attack, and it ignores the loading property
if it has it. The weapon requires no ammunition; it magically produces one piece of
ammunition each time you make a ranged attack with it, unless you manually load it.
The ammunition produced by the weapon vanishes the instant after the it hits or
misses a target.", :name "Infusion: Repeating Shot"} {:description "Item: A shield
(requires attunement)\n\nA creature gains a +1 bonus to Armor Class while wielding
this shield. While holding it, the wielder can use a reaction immediately after
being hit by a melee attack to push the attacker up to 15 feet away. Once used,
this reaction can't be used again until the wielder finishes a short or long
rest.", :name "Infusion: Repulsion Shield (Prerequisite: 8th-level
artificer)"}], :option-pack "UA - The Artificer Returns", :name "Artificer
Infusions", :key :artificer-infusions}, :artificer-tool-proficiency {:options
[{:description "You have proficiency with artisan's tools (Alchemist's supplies).",
:name "Alchemist's supplies"} {:description "You have proficiency with artisan's
tools (Brewer's supplies).", :name "Brewer's supplies"} {:description "You have
proficiency with artisan's tools (Calligrapher's supplies).", :name "Calligrapher's
supplies"} {:description "You have proficiency with artisan's tools (Carpenter's
tools).", :name "Carpenter's tools"} {:description "You have proficiency with
artisan's tools (Cartographer's tools).", :name "Cartographer's tools"}
{:description "You have proficiency with artisan's tools (Cobbler's tools).", :name
"Cobbler's tools"} {:description "You have proficiency with artisan's tools (Cook's
utensils).", :name "Cook's utensils"} {:description "You have proficiency with
artisan's tools (Glassblower's tools).", :name "Glassblower's tools"} {:description
"You have proficiency with artisan's tools (Jeweler's tools).", :name "Jeweler's
tools"} {:description "You have proficiency with artisan's tools (Leatherworker's
tools).", :name "Leatherworker's tools"} {:description "You have proficiency with
artisan's tools (Mason's tools).", :name "Mason's tools"} {:description "You have
proficiency with artisan's tools (Painter's supplies).", :name "Painter's
supplies"} {:description "You have proficiency with artisan's tools (Potter's
tools).", :name "Potter's tools"} {:description "You have proficiency with
artisan's tools (Smith's tools).", :name "Smith's tools"} {:description "You have
proficiency with artisan's tools (Weaver's tools).", :name "Weaver's tools"}
{:description "You have proficiency with artisan's tools (Woodcarver's
tools).", :name "Woodcarver's tools"}], :option-pack "UA - The Artificer
Returns", :name "Artificer Tool Proficiency", :key :artificer-tool-
proficiency}}, :orcpub.dnd.e5/subclasses {:alchemist {:class :artificer-
returned, :traits [{:description "By the time you adopt this specialty at 3rd
level, you're deeply familiar with employing its tools.\n\nProficiencies. You gain
proficiency with alchemist's supplies and the herbalism kit, assuming you don't
already have them. You also gain alchemist's supplies and an herbalism kit for free
—the result of tinkering you've done as you've prepared for this specialization.\n\
nCrafting. If you craft a magic item in the potion category, it takes you a quarter
of the normal time, and it costs you half as much of the usual gold.", :level
3, :name "Tools of the Trade"} {:description "Starting at 3rd level, you always
have certain spells prepared after you reach particular levels in this class, as
shown in the Alchemist Spells table. These spells count as artificer spells for
you, but they don't count against the number of artificer spells you
prepare.", :name "Alchemist Spells", :level 3} {:level 3, :description "At 3rd
level,you learn ancient methods for magically creating a special homunculus that is
formed by alchemical substances.\n Whenever you finish a long rest and your
alchemist's supplies are with you, you can form this homunculus in an unoccupied
space within 5 feet of you. If you already have a homunculus from this feature, the
first one immediately dies.\n The homunculus is friendly to you and your
companions, and it obeys your commands. See this creature's game statistics in the
Alchemical Homunculus stat block. You determine the homunculus's appearance, which
includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-
looking birds, whereas others like winged vials or miniature cauldrons.\n In
combat, the homunculus shares your initiative count, but it takes its turn
immediately after yours. The only action it takes on its turn is the Dodge action,
unless you take a bonus action on your turn to command it to take one of the
actions in its stat block or to take the Dash, Disengage, or Help action.\n If
the mending spell is cast on it, it regains 2d6 hit points. If it has died within
the last hour, you can use your alchemist's supplies as an action to revive it,
provided you are within 5 feet of it and you expend a spell slot of 1st level or
higher. The homunculus returns to life with all its hit points restored.", :name
"Alchemical Homunculus"} {:level 6, :description "At 6th level, your command of
magical chemicals has become masterful, enhancing the healing and damage you create
through them. When you cast a spell using your alchemist's supplies as the
spellcasting focus, you gain a bonus to one roll of the spell. That roll must
restore hit points or be a damage roll that deals acid or poison damage, and the
bonus equals your Intelligence modifier (minimum of +1).\n In addition, you can
cast lesser restoration without expending a spell slot, provided you use
alchemist's supplies as the spellcasting focus. You can do so a number of times per
day equal to your Intelligence modifier (minimum of once).", :name "Alchemical
Mastery"} {:description "By 14th level, you have been exposed to so many chemicals
and unlocked their secrets that they pose little risk to you, and you can use them
to quickly end certain ailments. You gain resistance to acid damage and poison
damage, and you are now immune to the poisoned condition.\n In addition, you can
cast greater restoration once without expending a spell slot and without providing
the material component, provided you use alchemist's supplies as the spellcasting
focus. You regain the ability to do so when you finish a long rest.", :level
14, :name "Chemical Savant"}], :level-modifiers [{:type :tool-prof, :level
3, :value :alchemists-supplies} {:type :tool-prof, :level 3, :value :herbalism-kit}
{:type :spell, :level 3, :value {:level 1, :key :purify-food-and-
drink, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 3, :value
{:level 1, :key :ray-of-sickness, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 5, :value {:level 2, :key :melfs-acid-
arrow, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 5, :value
{:level 2, :key :web, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
9, :value {:level 3, :key :create-food-and-
water, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 9, :value
{:level 3, :key :stinking-cloud, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 13, :value {:level
4, :key :blight, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 13, :value {:level 4, :key :death-
ward, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 17, :value
{:level 5, :key :cloudkill, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 17, :value {:level 5, :key :raise-
dead, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 6, :value
{:level 2, :key :lesser-restoration, :ability :orcpub.dnd.e5.character/int}} {:type
:damage-resistance, :level 14, :value :acid} {:type :damage-resistance, :level
14, :value :poison} {:type :spell, :level 14, :value {:level 5, :key :greater-
restoration, :ability :orcpub.dnd.e5.character/int}}], :option-pack "UA - The
Artificer Returns", :name "Alchemist", :key :alchemist}, :artillerist
{:class :artificer-returned, :traits [{:name "Tools of the Trade", :level
3, :description "By the time you adopt this specialty at 3rd level, you're deeply
familiar with employing its tools.\n\nProficiencies. You gain proficiency with
smith's tools and woodcarver's tools, assuming you don't already have them. You
also gain those tools for free—the result of tinkering you've done as you've
prepared for this specialization.\n In addition, you gain the ability to use
rods, staffs, and wands as spellcasting focuses for your artificer spells. You also
gain a nonmagical, wooden wand for free, which you've carved in your spare time.\n\
nCrafting. If you craft a magic item in the wand category, it takes you a quarter
of the normal time, and it costs you half as much of the usual gold."} {:level
3, :description "At 3rdlevel, you learn how to create a magical turret. With your
smith's tools in hand, you can take an action to magically summon a Medium turret
in an unoccupied space on a horizontal surface within 5 feet of you.\n The turret
is a magical object that occupies its space and that has crablike legs. It has an
AC of 18 and a number of hit points equal to five times your artificer level. It is
immune to poison damage, psychic damage, and all conditions. If it is forced to
make an ability check or a saving throw, treat all its ability scores as 10 (+0).
If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it
is reduced to 0 hit points or after 10 minutes. You can dismiss it early as an
action.\n When you summon the turret, you decide which type it is, choosing from
the options on the Arcane Turrets table. On each of your turns, you can take a
bonus action to cause the turret to activate if you are within 60 feet of it. As
part of the same action, you can direct the turret to walk or climb up to 15 feet
to an unoccupied space.\n You can summon a turret once for free and must finish a
long rest before doing so again. You can also summon the turret by expending a
spell slot of 1st level or higher. If you summon a second turret, the first turret
disappears.\n As an action, you can command your turret to detonate if you are
within 60 feet of it. Doing so destroys the turret and forces each creature within
10 feet of it to make a Dexterity saving throw against your spell save DC, taking
3d6 force damage on a failed save or half as much damage on a successful one.\n\
nArcane Turrets\nFlamethrower. The turret exhales fire in an adjacent 15-foot cone
that you designate. Each creature in that area must make a Dexterity saving throw
against your spell save DC, taking 1d8 fire damage on a failed save or half as much
damage on a successful one. The fire ignites any flammable objects in the area that
aren't being worn or carried.\n\nForce Ballista. Make a ranged spell attack,
originating from the turret, at one creature or object within 120 feet of it. On a
hit, the target takes 2d8 force damage, and if the target is a creature, it is
pushed up to 5 feet away from the turret.\n\nDefender. The turret emits a burst of
positive energy that grants itself and each creature of your choice within 10 feet
of it a number of temporary hit points equal to 1d8 + your Intelligence modifier
(minimum of +1).", :name "Arcane Turret"} {:level 6, :name "Wand
Prototype", :description "By 6th level, you now regularly experiment with
channeling different types of magic through wands. Whenever you finish a long rest
and your woodcarver's tools are with you, you can touch a nonmagical, wooden wand
and turn it into a magic item. When you do so, you invest it with one artificer
cantrip of your choice — even one you don't know — that has a casting time of 1
action. As an action, you can cause the magic wand to produce the cantrip, using
your spellcasting ability modifier (other creatures are unable to use the wand's
magic). The wand loses this magic when you finish your next long rest.\n Any
damage roll you make for a cantrip in the wand gains a bonus equal to your
Intelligence modifier (minimum of +1).\n When you reach 14th level in this class,
you can invest the wand with two cantrips at the end of a long rest."}
{:description "Starting at 14th level, you're a master at conjuring a well-defended
emplacement. You and your allies have half cover while within 10 feet of a turret
you create with Arcane Turret, as a result of a shimmering field of magical
protection that the turret emits.\n You can also now summon a second turret for
free and must finish a long rest before doing so again. If you summon the second
turret while the first is still present, the first one doesn't disappear, and each
turret can be of a different type (if you summon a third turret, the first turret
vanishes). Moreover, you can use one bonus action to activate both turrets.", :name
"Fortified Position", :level 14}], :level-modifiers [{:type :tool-
prof, :value :smiths-tools, :level 3} {:type :tool-prof, :value :woodcarvers-tools,
:level 3} {:type :spell, :level 3, :value {:level
1, :key :shield, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
3, :value {:level 1, :key :thunderwave, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 5, :value {:level 2, :key :scorching-
ray, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 5, :value
{:level 2, :key :shatter, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 9, :value {:level 3, :ability
:orcpub.dnd.e5.character/int, :key :fireball}} {:type :spell, :level 9, :value
{:level 3, :ability :orcpub.dnd.e5.character/int, :key :wind-wall}}
{:type :spell, :level 13, :value {:level 4, :ability
:orcpub.dnd.e5.character/int, :key :ice-storm}} {:type :spell, :level 13, :value
{:level 4, :ability :orcpub.dnd.e5.character/int, :key :wall-of-fire}}
{:type :spell, :level 17, :value {:level 5, :ability
:orcpub.dnd.e5.character/int, :key :cone-of-cold}} {:type :spell, :level 17, :value
{:level 5, :ability :orcpub.dnd.e5.character/int, :key :wall-of-force}}], :option-
pack "UA - The Artificer Returns", :name
"Artillerist", :key :artillerist}, :archivist {:class :artificer-returned, :traits
[{:description "By the time you adopt this specialty at 3rd level, you're deeply
familiar with employing its tools.\n\nProficiencies. You gain proficiency with
calligrapher's supplies and the forgery kit, assuming you don't already have them.
You also gain calligrapher's supplies and a forgery kit for free—the result of
tinkering you've done as you've prepared for this specialization.\n\nCrafting. If
you craft a magic item in the scroll category, it takes you a quarter of the normal
time, and it costs you half as much of the usual gold.", :name "Tools of the
Trade", :level 3} {:name "Artificial Mind", :level 3, :description "At 3rd level,
you discover how to awaken a mind inside an object. Whenever you finish a long rest
and your calligrapher's supplies are with you, you can magically rouse a keen mind
within a Tiny, nonmagical object on which you write mystical symbols. The object is
a magic item while the mind is inside it, and you can use it as a spellcasting
focus. If you already have an artificial mind from this feature, the first one
immediately dissipates.\n The magic item has the following properties.\n\
nTelepathic Advisor. The artificial mind telepathically supplies you with advice
and information about certain topics: while the item is on your person, you have
proficiency in two skills of your choice; the item's main material determines which
skills you can choose from, as shown on the Artificial Mind table in the Skill
Proficiencies column, for the nature of the object affects the mind's knowledge.\n\
nManifest Mind. As a bonus action while the item is on your person, you can cause
the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space
of your choice within 60 feet of you. This presence is intangible and invulnerable,
and it sheds dim light in a 10-foot radius. You determine its appearance; the
Artificial Mind table offers suggested appearances based on the object's main
material.\nWhile manifested, the spectral mind can hear and see, and it has
darkvision with a range of 60 feet. As an action, you can hear and see using the
mind's senses, instead of your own, until your concentration ends (as if
concentrating on a spell).\nAs a bonus action, you can cause the spectral mind to
hover up to 30 feet to an unoccupied space that you or it can see. It can pass
through creatures but not objects. The spectral mind stops manifesting if it is
ever more than 300 feet away from its magic item or if you dismiss it as a bonus
action.\nWhen you cast an artificer spell on your turn, you can cast it as if you
were in the spectral mind's space, instead of your own, using its senses. You can
do so a number of times per day equal to your Intelligence modifier (at least
once), and you regain all expended uses when you finish a long rest.\n\nInformation
Overload. As an action while the item is on your person, you can try to magically
overload the thoughts of one creature you or the mind can see that is within 5 feet
of the manifested mind, channelling a
jumble of information from the artificial mind. Unless the target succeeds on an
Intelligence saving throw against your spell save DC, the target takes 1d8 psychic
damage, and the next attack roll against it before the end of your next turn has
advantage, since it is temporarily too distracted to defend itself well. The damage
increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8) in this class.Whenever you deal damage with this feature, you can expend a
spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-
level spell slot, plus 1d8 for each spell level higher than first.\n\nArtificial
Mind\nMain Material Skill Proficiencies
Suggested Appearance\nAnimal {parchment, leather, bone} Animal Handling, Insight,
Medicine, Perception, Survival A beast or a humanoid visage with antlers\
nMineral {glass, stone, metal} Deception, Intimidation, Performance,
Persuasion A robotic or golem-like face\nPlant {paper, wood}
Arcana, History, Investigation, Nature, Religion A bespectacled
visage or a treant"} {:description "At 6th level, you've learned how to use your
artifices to access minds, both to communicate and to harm.\n\nMagical Telephony.
While you have your Artificial Mind item on your person, you can communicate
telepathically with anyone carrying an item bearing one of your artificer
infusions, as the mind transmits your thoughts to each other. That person can also
communicate telepathically with you as long as they have the item. This two-way
communication can even cross planar boundaries.\n\nPsychic Damage. When you make a
psychic damage roll for an artificer spell or for Information Overload, you gain a
bonus to the damage roll equal to your Intelligence modifier (minimum bonus of
+1).", :name "Mind Network", :level 6} {:description "At 14th level, your
Artificial Mind is able to receive and transmit more information than ever before.\
n\nMind Overload. When you expend a spell slot to increase the damage of
Information Overload, the target must succeed on an Intelligence saving throw
against your spell save DC or be stunned until the end of your next turn.\n\
nInfoportation. As an action while your Artificial Mind magic item is on your
person, you cause the mind to turn you into pure information, teleporting you to
the unoccupied space nearest to the spectral mind or to an item bearing one of your
artificer infusions, where you physically reappear.\nYou can teleport in this way
once for free and must finish a long rest before doing so again. You can also use
this special ability by expending a spell slot of 2nd level or higher.", :level 14,
:name "Pure Information"}], :level-modifiers [{:type :tool-prof, :level
3, :value :calligraphers-supplies} {:type :tool-prof, :level 3, :value :forgery-
kit} {:type :spell, :level 3, :value {:level 1, :key :comprehend-
languages, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 3, :value
{:level 1, :key :dissonant-whispers, :ability :orcpub.dnd.e5.character/int}} {:type
:spell, :level 5, :value {:level 2, :ability
:orcpub.dnd.e5.character/int, :key :detect-thoughts}} {:type :spell, :level
5, :value {:level 2, :ability :orcpub.dnd.e5.character/int, :key :locate-object}}
{:type :spell, :level 9, :value {:level 3, :ability
:orcpub.dnd.e5.character/int, :key :hypnotic-pattern}} {:type :spell, :level
9, :value {:level 3, :ability :orcpub.dnd.e5.character/int, :key :tongues}}
{:type :spell, :level 13, :value {:level 4, :ability
:orcpub.dnd.e5.character/int, :key :locate-creature}} {:type :spell, :level
13, :value {:level 4, :ability :orcpub.dnd.e5.character/int, :key :phantasmal-
killer}} {:type :spell, :level 17, :value {:level
5, :ability :orcpub.dnd.e5.character/int, :key :legend-lore}} {:type :spell, :level
17, :value {:level 5, :ability :orcpub.dnd.e5.character/int, :key :modify-
memory}}], :option-pack "UA - The Artificer Returns", :name
"Archivist", :key :archivist}, :battle-smith {:class :artificer-returned, :traits
[{:description "By the time you adopt this specialty at 3rd level, you're deeply
familiar with employing its tools.\n\nProficiencies. You gain proficiency with
leatherworker's tools and smith's tools, assuming you don't already have them. You
also gain leatherworker's tools and smith's tools for free—the result of tinkering
you've done as you've prepared for this specialization.\n\nCrafting. If you craft a
magic item in the armor category, it takes you a quarter of the normal time, and it
costs you half as much of the usual gold.", :name "Tools of the Trade", :level 3}
{:description "When you reach 3rd level, your combat training and your experiments
with magic and have paid off in two ways:\n • You gain proficiency with martial
weapons.\n • When you attack with a magic weapon, you can use your Intelligence
modifier, instead of Strength or Dexterity, for the attack and damage
rolls.", :name "Battle Ready", :level 3} {:description "By 3rd level, the tinkering
in your free time has borne you a faithful companion, an iron defender. This
metallic creature resembles a hound, a cougar, a bear, or another four-legged
creature of your choice. It is friendly to you and your companions, and it obeys
your commands. See this creature's game statistics in the iron defender stat
block.\n In combat, the iron defender shares your initiative count, but it takes
its turn immediately after yours. It can move and use its reaction on its own, but
the only action it takes on its turn is the Dodge action, unless you take a bonus
action on your turn to command it to take one of the actions in its stat block or
the Dash, Disengage, or Help action.\n If the mending spell is cast on it, it
regains 2d6 hit points. If it has died within the last hour, you can use your
smith's tools as an action to revive it, provided you are within 5 feet of it and
you expend a spell slot of 1st level or higher. The iron defender returns to life
after 1 minute with all its hit points restored.\n At the end of a long rest, you
can create a new iron defender if you have your smith's tools with you. If you
already have an iron defender from this feature, the first one immediately
perishes.", :name "Iron Defender", :level 3} {:description "At 6th level, you learn
new ways to channel arcane energy through your weapon attacks and your iron
defender.\n First, your iron defender's bite attack is now considered magical for
the purposes of bypassing resistances and immunities, thanks to enhancements you've
made to the creature in your free time.\n Second, when you or your iron defender
hits a target with a magic weapon attack, you can channel magical energy through
the strike to create one of the following effects:\n • The target takes an extra
2d4 force damage.\n • Choose one creature or object you can see within 30 feet of
the target. Healing energy flows into the chosen recipient, restoring 2d4 hit
points to it.\n You can channel this magical energy a number of times equal to
your Intelligence modifier (minimum of once), but you can do so no more than once
on a turn. You regain all expended uses of this feature when you finish a long
rest.", :level 6, :name "Arcane Jolt"} {:description "At 14th level, your Arcane
Jolt and iron defender become more powerful:\n • The extra damage and the healing
of your Arcane Jolt both increase to 4d4.\n • Whenever your iron defender uses
its Defensive Pounce, the attacker takes force damage equal to 1d4 + your
Intelligence modifier.", :level 14, :name "Improved Defender"}], :level-modifiers
[{:type :tool-prof, :value :leatherworkers-tools, :level 3} {:type :tool-
prof, :level 3, :value :smiths-tools} {:type :spell, :level 3, :value {:level
1, :ability :orcpub.dnd.e5.character/int, :key :heroism}} {:type :spell, :level
3, :value {:level 1, :ability :orcpub.dnd.e5.character/int, :key :searing-smite}}
{:type :spell, :level 5, :value {:level 2, :ability
:orcpub.dnd.e5.character/int, :key :branding-smite}} {:type :spell, :level
5, :value {:level 2, :ability :orcpub.dnd.e5.character/int, :key :warding-bond}}
{:type :spell, :level 9, :value {:level 3, :ability
:orcpub.dnd.e5.character/int, :key :aura-of-vitality}} {:type :spell, :level
9, :value {:level 3, :ability :orcpub.dnd.e5.character/int, :key :blinding-smite}}
{:type :spell, :level 13, :value {:level 4, :ability
:orcpub.dnd.e5.character/int, :key :aura-of-purity}} {:type :spell, :level
13, :value {:level 4, :ability :orcpub.dnd.e5.character/int, :key :staggering-
smite}} {:type :spell, :level 17, :value {:level
5, :ability :orcpub.dnd.e5.character/int, :key :banishing-smite}}
{:type :spell, :level 17, :value {:level 5, :ability
:orcpub.dnd.e5.character/int, :key :mass-cure-wounds}} {:type :weapon-prof, :level
3, :value :martial}], :option-pack "UA - The Artificer Returns", :name "Battle
Smith", :key :battle-smith}}, :orcpub.dnd.e5/monsters {:alchemical-homunculus
{:description "Hit Points: equal to five times its creators Artificer level + its
creators Intelligence modifier\nSenses: darkvision 60 ft., passive Perception 10\
nLanguages: understands the languages its creator speaks\nMight of the Master. The
following numbers increase by 1 when your proficiency bonus increases by 1: the
homunculus's skill bonusesand the bonuses to hit and damage of its Acidic
Spittle.", :key :alchemical-homunculus, :int 10, :speed "20 ft., fly 30 ft.", :name
"Alchemical Homunculus", :alignment "neutral", :cha 7, :hit-points {:modifier
1, :die-count 1, :die 4}, :type :construct, :size :tiny, :option-pack "UA - The
Artificer Returns", :armor-class 13, :skills {:perception 4, :stealth 4}, :str
4, :con 11, :dex 15, :wis 10, :props {:damage-immunity {:acid true, :poison
true}, :condition-immunity {:charmed true, :poisoned true}}, :traits [{:description
"Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see.\nHit:1d6 +
2 acid damage", :type :action, :name "Acidic Spittle (requires its creators Bonus
Action to use)"} {:description "The homunculus produces a salve and touches one
creature you designate. The target receives one of the following magical benefits
of your choice:\n\nBuoyancy. The target gains a flying speed of 10 feet for 10
minutes.\nInspiration. The target feels giddy and effective, gaining advantage on
certain ability checks in the next hour. The target chooses the checks before or
after rolling. The magic runs out after the target has used it on a number of
checks equal to your Intelligence modifier (minimum of 1).\nResilience. The target
gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.",
:name "Alchemical Salve (3/Day)"}]}, :iron-defender {:senses "darkvision 60 ft.,
passive Perception 10", :description "- Has Hit Points equal to five times your
level in the Artificer class + your Intelligence modifier + the iron defender's
Constitution modifier.\n- Understands the languages you speak.", :armor-notes
"natural armor", :key :iron-defender, :int 4, :speed "40 ft.", :name "Iron
Defender", :alignment "neutral", :cha 6, :hit-points {:modifier 1, :die-count
1, :die 4}, :type :construct, :size :medium, :option-pack "UA - The Artificer
Returns", :armor-class 15, :skills {:perception 4}, :str 14, :con 14, :dex 12, :wis
10, :props {:damage-immunity {:poison true}, :condition-immunity {:charmed
true, :exhausted true, :poisoned true}}, :traits [{:description "The following
numbers increase by 1 when your proficiency bonus increases by 1: the iron
defender's skill bonuses, the bonuses to hit and damage of its bite, and the number
of hit points restored by its Repair action.", :name "Might of the Master"}
{:description "The iron defender can't be surprised.", :name "Vigilant"}
{:type :action, :name "Bite (Requires Your Bonus Action)", :description "Melee
Weapon Attack: +4 to hit, reach 5 ft., one target you can see.\nHit: 1d8 + 2
piercing damage."} {:type :action, :description "The magical mechanisms inside the
iron defender restore 2d8 + 2 hit points to itself or to one construct or object
within 5 feet of it.", :name "Repair (3/Day, requires Your Bonus Action)"}
{:type :action, :description "The iron defender imposes disadvantage on the attack
roll of one creature it can see that is within 5 feet of it, provided the attack
roll is against a creature other than the iron defender.", :name "Reaction:
Defensive Pounce"}]}}}, "UA - Gothic Heroes" {:orcpub.dnd.e5/subclasses {:monster-
hunter {:class :fighter, :traits [{:description "When you choose this archetype at
3rd level, you gain proficiency in two of the following skills of your choice:
Arcana, History, Insight, Investigation, Nature, or Perception. You can gain
proficiency with a tool of your choice in place of one skill choice. If you choose
a tool mark it manually.", :name "Bonus Proficiencies", :level 3} {:name "Combat
Superiority", :description "When you choose this archetype at 3rd level, you gain a
set of abilities that are fueled by special dice called superiority dice.\n\
nSuperiority Dice. You have four superiority dice, which are d8s. A superiority die
is expended when you use it. You regain all of your expended superiority dice when
you finish a short or long rest. You gain another superiority die at 7th level and
one more at 15th level.\n\nUsing Superiority Dice. You can expend superiority dice
to gain a number of different benefits:\n • When you make a weapon attack against
a creature, you can expend one superiority die to add it to the attack roll. You
can use this ability before or after making the attack roll, but before any of the
effects of the attack are applied.\n • When you damage a creature with a weapon
attack, you can expend one superiority die to add it to the damage roll. You can
use this ability after rolling damage. If the attack causes the target to make a
Constitution saving throw to maintain concentration, it has disadvantage on that
save.\n • When you make an Intelligence, a Wisdom, or a Charisma saving throw,
you can expend one superiority die to add it to the roll. You can use this feature
only before you learn if the save succeeded or failed.\n • When you make a Wisdom
(Perception) check to detect a hidden creature or object, or a Wisdom (Insight)
check to determine if someone is lying to you, you can expend one superiority die
to add it to the roll. You can use this feature after seeing the total but before
learning if you succeeded or failed.", :level 3} {:level 3, :name "Hunter's
Mysticism", :description "At 3rd level, your study of the supernatural gives you a
limited ability to use magic. You can cast detect magic as a ritual. You can cast
protection from evil and good, but you cannot cast it again with this feature until
you finish a long rest. Wisdom is your spellcasting ability for these spells.\n
In addition, you gain the ability to speak one of the following languages of your
choice: Abyssal, Celestial, or Infernal."} {:name "Monster Slayer", :description
"At 7th level, whenever you expend superiority dice to add to a damage roll, you
can expend up to two dice instead of just one, adding both to the roll. Both dice
are expended as normal. If the target of your attack is an aberration, a fey, a
fiend, or an undead, you deal maximum damage with both dice, instead of rolling
them.", :level 7} {:name "Improved Combat Superiority", :description "At 10th
level, your superiority dice turn into d10s. At 18th level, they turn into
d12s.", :level 10} {:name "Relentless", :description "Starting at 15th level, when
you roll initiative and have no superiority dice remaining, you regain one
superiority die.", :level 15}], :level-modifiers [{:type :spell, :level 3, :value
{:level 1, :key :detect-magic, :ability :wis}} {:type :spell, :level 3, :value
{:level 1, :key :protection-from-evil-and-good, :ability :wis}}], :option-pack "UA
- Gothic Heroes", :name "Monster Hunter", :profs {:skill-options {:options {:arcana
true, :history true, :insight true, :investigation true, :nature true, :perception
true}, :choose 2}}, :key :monster-hunter, :level-selections [{:type :hunter-s-
mysticism, :level 3}]}, :inquisitive {:class :rogue, :traits [{:name "Ear for
Deceit", :description "When you choose this archetype at 3rd level, you develop a
keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to sense
if a creature is lying, you use the total of your check or 8 + your Wisdom
modifier, whichever is higher. If you are proficient in Insight, you add your
proficiency bonus to the fixed result. If you chose Insight as a skill augmented by
your Expertise feature, add double your proficiency bonus.", :level 3} {:name "Eye
for Detail", :level 3, :description "Starting at 3rd level, you can use the bonus
action granted by your Cunning Action feature to make a Wisdom (Perception) check
to spot a hidden creature or object, to make an Intelligence (Investigation) check
to uncover and decipher clues, or to use Insightful Fighting (see below)."} {:level
3, :name "Insightful Fighting", :description "At 3rd level, you gain the ability to
decipher an opponent's tactics and develop a counter to them. As an action (or as a
bonus action using Eye for Detail), you make a Wisdom (Insight) check against a
creature you can see that isn't incapacitated, opposed by the target's Charisma
(Deception) check. If you succeed, you can use Sneak Attack against that creature
even if you do not have advantage against it or if no enemy of the target is within
5 feet of it. You can use Sneak Attack in this way even if you have disadvantage
against the target.\n This benefit lasts for 1 minute or until you successfully
use Insightful Fighting against a different target."} {:level 9, :name "Steady
Eye", :description "At 9th level, you gain advantage on any Wisdom (Perception)
check made on your turn to find a hidden creature or object if you do not move
during that turn. If you use this ability before moving, you cannot move or ready
movement during your turn."} {:name "Unerring Eye", :level 13, :description "At
13th level, you gain the ability to detect magical deception. As an action, you
sense the presence within 30 feet of you of illusions, shapechanger creatures not
in their true form, and other magic designed to deceive the senses. Though you
determine that an effect is attempting to trick you, you gain no special insight
into what is hidden or its true nature."} {:level 17, :name "Eye for
Weakness", :description "At 17th level, you learn to exploit a creature's
weaknesses by carefully studying its tactics and movement. While your Insightful
Fighting feature applies to a creature, your Sneak Attack damage against that
creature increases by 2d6."}], :level-modifiers [], :name "Inquisitive", :option-
pack "UA - Gothic Heroes", :key :inquisitive, :disabled? false}},
:orcpub.dnd.e5/selections {:hunter-s-mysticism {:options [{:name
"Abyssal", :description "You can speak Abyssal."} {:name "Celestial", :description
"You can speak Celestial."} {:name "Infernal", :description "You can speak
Infernal."}], :name "Hunter's Mysticism", :option-pack "UA - Gothic
Heroes", :key :hunter-s-mysticism}}}, "UA - Kits of Old" {:orcpub.dnd.e5/subclasses
{:college-of-swords {:class :bard, :traits [{:name "Bonus Proficiencies", :level 3,
:description "When you join the College of Blades at 3rd level, you gain
proficiency with medium armor and with scimitars."} {:level 3, :name "Blade
Flourish", :description "At 3rd level, you learn to conduct impressive displays of
skill with your weapons. When you use the Attack action on your turn and attack
with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of
the following flourishes.\n\nDefensive Flourish.
You spin your weapon around you in swift circles, creating a hypnotic display. As
a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic
Inspiration die and applying the number rolled as a bonus to your AC until the
start of your next turn.\n\nTrick Shooter's Flourish. This favorite trick of knife
throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll
a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged
attack roll you make with a dagger this turn. If the target of the attack is an
unattended, inanimate object, the bonus equals double the die roll.\n\nUnnerving
Flourish. Your deadly display of combat prowess unnerves your opponents, leaving
them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit
points with a melee attack, you can use a bonus action to expend one use of Bardic
Inspiration, and instead leave the creature at 1 hit point. The creature is
frightened of you for a number of minutes equal to your Charisma modifier. It must
also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus
equal to the roll of your Bardic Inspiration die. If the creature fails this saving
throw, it answers truthfully any questions you ask it and obeys your direct orders
while it is frightened by this effect."} {:level 6, :name "Extra
Attack", :description "Starting at 6th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn."} {:level 14, :name "Battle
Magic", :description "At 14th level, you have mastered the art of weaving
spellcasting and weapon use into a single harmonious act. When you use your action
to cast a bard spell, you can make one weapon attack as a bonus action."}], :level-
modifiers [{:type :weapon-prof, :level 3, :value :scimitar} {:type :armor-
prof, :level 3, :value :medium} {:type :num-attacks, :level 6, :value 2}], :option-
pack "UA - Kits of Old", :name "College of Swords", :key :college-of-
swords, :level-selections [], :disabled? true}, :college-of-satire
{:class :bard, :key :college-of-satire, :level-modifiers [{:level 3, :type :skill-
prof, :value :sleight-of-hand} {:level 3, :type :tool-prof, :value :thieves-
tools}], :name "College of Satire", :option-pack "UA - Kits of Old", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}}}, :traits [{:description "At 3rd level, you master a variety
of acrobatic techniques that\tallow you to evade danger. As a bonus action, you can
tumble. When you tumble, you gain the following benefits for the rest of your
turn:\n • You gain the benefits of taking the Dash and Disengage actions.\n •
You gain a climbing speed equal to your current speed.\n • You take half damage
from falling.", :level 3, :name "Tumbling Fool"} {:description "At 6th level, your
ability to gather stories and lore gains a supernatural edge. You can cast detect
thoughts up to a number of times equal to your Charisma modifier. You regain any
expended uses of this ability after completing a long rest. If a creature resists
your attempt to probe deeper and succeeds at its saving throw against your detect
thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass
gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless
joke.", :level 6, :name "Fool's Insight"} {:description "Jesters seem to have a
knack for pulling themselves out of tight situations, transforming what looks like
sure failure into an embarrassing but effective success.\n At 14th level, you can
expend one use of Bardic Inspiration after you fail an ability check, fail a saving
throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the
number rolled to your attack, saving throw, or ability check, using the new result
in place of the failed one.\n If using this ability grants you a success on the
attack, saving throw, or ability check, note the number you rolled on the Bardic
Inspiration die. The DM can then apply that result as a penalty to an attack or
check you make, and you cannot use this ability again until you suffer this
drawback. When the DM invokes this penalty, describe an embarrassing gaffe or
mistake you make as part of the affected die roll.", :level 14, :name "Fool's
Luck"}]}, :scout {:class :fighter, :traits [{:name "Bonus
Proficiencies", :description "At 3rd level, you gain proficiency in three of the
following skills of your choice: Acrobatics, Athletics, Investigation, Medicine,
Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with
thieves' tools in place of one skill choice.", :level 3} {:description "At 3rd
level, you have four superiority dice, which are d8s. A superiority die is expended
when you use it. You regain all of your expended superiority dice when you finish a
long or short rest. You gain another superiority die at 7th level and one more at
15th level. You can expend superiority dice to gain a number of different
benefits:\n When you make a check that allows you to apply your proficiency in
Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority
die to bolster the check. Add half the number rolled on the superiority die
(rounding up) to your check. You apply this bonus after making the check but before
learning if it was successful.\n When you make a weapon attack against a
creature, you can expend one superiority die to add it to the attack roll. You can
use this ability before or after making the attack roll, but before any of the
effects of the attack are applied.\n If you are hit by an attack while wearing
light or medium armor, you can expend one superiority die as a reaction, adding the
number rolled to your AC. If the attack still hits, you take half damage from it.",
:name "Combat Superiority", :level 3} {:description "At 3rd level, you gain the
ranger class feature of the same name, with the following alteration:\n • You
choose additional favored terrain types at 7th and 15th level.\n • Alternately,
your DM may let you take the UA Revised Ranger version of Natural Explorer.", :name
"Natural Explorer", :level 3} {:name "Improved Combat Superiority", :level
10, :description "At 10th level, your superiority dice turn into d10s. At 18th
level, they turn into d12s."} {:level 15, :description "Starting at 15th level,
when you roll initiative and have no superiority dice remaining, you regain 1
superiority die.", :name "Relentless"}], :level-modifiers [{:type :tool-
prof, :value :thieves-tools, :level 3}], :option-pack "UA - Kits of Old", :profs
{:skill-options {:choose 3, :options {:investigation true, :acrobatics
true, :perception true, :survival true, :nature true, :athletics true, :medicine
true, :stealth true}}}, :name "Scout", :key :scout}, :cavalier
{:class :fighter, :traits [{:level 3, :name "Born to the Saddle", :description "At
3rd level, you have advantage on saving throws made to avoid falling off your
mount. If you fall off your mount, you always land on your feet if you are capable
of taking actions. Mounting or dismounting a creature costs you only 5 feet of
movement, rather than half your speed"} {:description "At 3rd level, you gain a set
of abilities that are fueled by special dice called superiority dice.\n\
nSuperiority Dice. You have four superiority dice, which are d8s. A superiority die
is expended when you use it. You regain all of your expended superiority dice when
you finish a short or long rest. You gain another superiority die at 7th level and
one more at 15th level.\n\nUsing Superiority Dice. You can expend superiority dice
to gain a number of different benefits:\n • When you make a check to influence or
control a creature you are riding, you can expend one superiority die to add it to
the check. You apply this bonus after making the check but before learning if it
was successful.\n • When you make a weapon attack against a creature, you can
expend one superiority die to add it to the attack roll. You can use this ability
before or after making the attack roll, but before any of the effects of the attack
are applied.\n • When you make an attack with a lance while mounted, you can
expend one superiority die to add it to your damage roll. In addition, the target
of the attack must make a Strength saving throw (DC 8 + your proficiency bonus +
your Strength modifier) or be knocked prone.\n • If either you or your mount is
hit by an attack while you are mounted, you can expend one superiority die as a
reaction, adding the number rolled to your or your mount's AC. If the attack still
hits, you or your mount take half damage from it.", :name "Combat
Superiority", :level 3} {:description "At 7th level, you gain additional benefits
when you use superiority dice to increase your damage when you attack with a lance.
You can expend up to two superiority dice on the attack, adding both to the damage
roll. If you spend two dice, the target has disadvantage on its Strength saving
throw to avoid being knocked prone.", :name "Ferocious Charger", :level 7}
{:description "At 10th level, your superiority dice turn into d10s. At 18th level,
they turn into d12.", :name "Improved Combat Superiority", :level 10} {:level
15, :name "Relentless", :description "Starting at 15th level, when you roll
initiative and have no superiority dice remaining, you regain 1 superiority
die."}], :level-modifiers [], :option-pack "UA - Kits of Old", :name
"Cavalier", :profs {:skill-options {:options {:animal-handling true, :insight true,
:performance true, :persuasion true}, :choose 2}}, :key :cavalier, :disabled?
true}}}, "UA - Centaurs and Minotaurs" {:orcpub.dnd.e5/races {:centaur
{:key :centaur, :speed 40, :name "Centaur", :abilities
{:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis
1}, :size :medium, :option-pack "UA - Centaurs and Minotaurs", :profs {:skill-
options {:options {:survival false}}}, :languages #{"Common" "Sylvan"}, :props
{:skill-prof {:survival true}}, :traits [{:description "If you move at least 20
feet straight toward a target and then hit it with a melee weapon attack on the
same turn, roll the weapon's damage dice twice and add them together. Once you use
this ability, you can't use it again until you finish a short or long rest.", :name
"Charge"} {:description "Your hooves are natural melee weapons, with which you're
proficient. If you hit with a hoof, the target takes bludgeoning damage equal to
1d6 + your Strength modifier.", :name "Hooves"} {:description "You count as one
size larger when determining your carrying capacity and the weight you can push or
drag.\n In addition, any climb that requires hands and feet is especially
difficult for you because of your hooves. When you make such a climb, each foot of
movement costs you 4 extra feet, instead of the normal 1 extra foot.\n Finally, a
Medium or smaller creature can ride on your equine back if you allow it. In such a
situation, you continue to act independently, not as a controlled mount.", :name
"Equine Build"} {:description "You have proficiency in the Survival skill.", :name
"Survivor"} {:description "You have two creature types: humanoid and monstrosity.
You can be affected by a game effect if it works on either of your creature
types.", :name "Hybrid Nature"}]}, :minotaur {:key :minotaur, :speed 30, :name
"Minotaur", :abilities {:orcpub.dnd.e5.character/str 2,
:orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "UA - Centaurs and
Minotaurs", :languages #{"Common" "Minotaur"}, :props {:skill-prof {:intimidation
true}}, :traits [{:description "Your horns are natural melee weapons, with which
you're proficient. When you hit with them, the target takes piercing damage equal
to 1d6 + your Strength modifier.", :name "Horns"} {:description "Immediately after
you use the Dash action on your turn and move at least as far as your speed, you
can make one melee attack with your horns as a bonus action.", :name "Goring Rush"}
{:description "Immediately after you hit a creature with a melee attack as part of
the Attack action on your turn, you can attempt to shove that creature with your
horns using your reaction. The creature must be no more than one size larger than
you and within 5 feet of you. It must make a Strength saving throw against a DC
equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push
it up to 5 feet away from you.", :name "Hammering Horns"} {:description "You have
proficiency in the Intimidation skill.", :name "Menacing"} {:description "You have
two creature types: humanoid and monstrosity. You can be affected by a game effect
if it works on either of your creature types.", :name "Hybrid
Nature"}]}}, :orcpub.dnd.e5/languages {:minotaur {:name "Minotaur", :option-pack
"UA - Centaurs and Minotaurs", :key :minotaur}}}, "UA - Cleric"
{:orcpub.dnd.e5/subclasses {:forge-domain {:class :cleric, :cleric-spells {1
{0 :searing-smite, 1 :shield}, 2 {0 :heat-metal, 1 :magic-weapon}, 3 {0 :elemental-
weapon, 1 :protection-from-energy}, 4 {0 :fabricate, 1 :wall-of-fire}, 5
{0 :animate-objects, 1 :creation}}, :key :forge-domain, :level-modifiers
[{:type :armor-prof, :value :heavy}], :name "Forge Domain", :option-pack "UA -
Cleric", :traits [{:description "At 1st level, you gain the ability to imbue magic
into a weapon or armor. At the end of a long rest, touch one nonmagical object that
is a suit of armor or a simple or martial weapon. Until the end of your next long
rest, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a
+1 bonus to attack and damage rolls if it's a weapon. Once you use this feature,
you can't use it again until finish a long rest.", :name "Blessing of the Forge"}
{:description "Starting at 2nd level, you can use your Channel Divinity to create
simple items. Starting at the beginning of a short rest, you conduct a ritual to
your deity that grants you the ability to craft a finished item that is at least
part metal. The item is completed at the end of the rest. The object can be worth
no more than 100 gp, and as part of this ritual you must expend metals such as
coins or other finished items, with a value equal to the item you want to make. The
item can be an exact duplicate of a nonmagical item, such as a copy of a key, if
you possess the original during your short rest.", :level 2, :name "Channel
Divinity: Artisan's Blessing"} {:description "Starting at 6th level, your mastery
of the forge grants you a number of special abilities:\n • You gain a +1 bonus to
AC while you are wearing medium of heavy armor.\n • You gain a resistance to fire
damage.\n • When you hit a construct with an attack, you deal additional force
damage to it equal to your cleric level.", :level 6, :name "Soul of the Forge"}
{:description "At 8th level, you gain the ability to infuse your weapon strikes
with divine energy. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the
target. When you reach 14th level, the extra damage increases to 2d8.", :level
8, :name "Divine Strike"} {:description "At 17th level, your affinity for fire and
metal becomes more powerful due to your deity's blessing. You gain immunity to fire
damage, and while you're wearing heavy armor, you have resistance to bludgeoning,
piercing, and slashing damage from nonmagical attacks.", :level 17, :name "Saint of
Forge and Fire"} {:description "At 1st level, you gain proficiency heavy
armor.", :name "Bonus Proficiencies"}]}, :grave-domain {:class :cleric, :cleric-
spells {1 {0 :bane, 1 :false-life}, 2 {0 :gentle-repose, 1 :ray-of-enfeeblement}, 3
{0 :revivify, 1 :vampiric-touch}, 4 {0 :blight, 1 :death-ward}, 5 {0 :antilife-
shell, 1 :raise-dead}}, :key :grave-domain, :level-modifiers [{:type :armor-
prof, :value :heavy}], :name "Grave Domain", :option-pack "UA - Cleric", :traits
[{:description "At 1st level, you gain the ability to manipulate the line between
life and death. When you cast a spell that restores hit points to a living creature
currently at 0, treat any dice rolled to determine the spell's healing as having
rolled their maximum result. In addition, if you have the spare the dying cantrip,
you can cast it as a bonus action.", :name "Circle of Mortality"} {:description
"Starting at 1st level, you gain an innate sense of creatures whose existence is an
insult to the natural cycle of life. If you spend 1 minute in uninterrupted
contemplation, you can determine the presence and nature of undead creatures in the
area. This detection extends up to 1 mile, in all direction. You learn the number
of undead and their distance and direction from you. In addition, you learn the
creature type of the undead in that area that has the highest challenge rating.
Once you use this feature, you can't use it again until you finish a long
rest.", :level 1, :name "Eyes of the Grave"} {:description "Starting at 2nd level,
you can use your Channel Divinity to mark another creature's life force for
termination. As an action, you touch a creature. The next time that creature takes
damage from a spell or an attack from you or an ally, it is vulnerable to that
spell or attacks damage. If the source of damage has multiple damage types, the
creature is vulnerable to all of them. The vulnerability applies only to the first
time that source inflicts damage, and then ends. If the creature has resistance or
is immune to the damage, it instead loses it's resistance or immunity against that
spell or attack when it first applies damage.", :level 2, :name "Channel Divinity"}
{:description "Starting at 6th level, you gain the ability to impede death's
progress. As a reaction when you or an ally that you can see within 30 feet of you
suffers a critical hit, you can turn that attack into a normal hit. Any effects
triggered by a critical hit are canceled. \n Once you use this feature, you can't
use it again until you finish a short or long rest.", :level 6, :name "Sentinel at
Death's Door"} {:description "At 8th level, you gain the ability to infuse your
weapon strikes with divine energy. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to deal an extra 1d8
necrotic damage. When you reach 14th level, the extra damage increases to
2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you gain the
ability to manipulate the boundary between life and death. When an enemy you can
see dies within 30 feet of you, you or one ally of your choice that is within 30
feet of you regains hit points equal to the enemy's number of Hit Dice. You can use
this feature as long as you aren't incapacitated, but no more than once per
round.", :level 17, :name "Keeper of Souls"} {:description "At 1st level, you gain
proficiency heavy armor.", :name "Bonus Proficiencies"}]}, :protection-domain
{:class :cleric, :cleric-spells {1 {0 :searing-smite, 1 :protection-from-evil-and-
good}, 2 {0 :aid, 1 :protection-from-poison}, 3 {0 :protection-from-energy,
1 :slow}, 4 {0 :guardian-of-faith, 1 :otilukes-resilient-sphere}, 5 {0 :antilife-
shell, 1 :wall-of-force}}, :key :protection-domain, :level-modifiers
[{:type :armor-prof, :value :heavy}], :name "Protection Domain", :option-pack "UA -
Cleric", :traits [{:description "Starting at 1st level, you gain the ability to
hinder attacks intended for others. When a creature attacks a target other than you
that is within 5 feet of you, you can use your reaction to impose disadvantage
on the attack roll. To do so, you must be able to see both the attacker and the
target. You interpose an arm, a shield, or some other part of yourself to try to
throw the attack off target.", :name "Shield of the Faithful"} {:description
"Starting at 2nd level, you can use your Channel Divinity to cloak your allies in
radiant armor. As an action, you channel blessed energy into an ally that you can
see within 30 feet of you. The first time that ally is hit by an attack within the
next minute, the attacker takes radiant damage equal to 2d10 + your cleric
level", :level 2, :name "Channel Divinity: Radiant Defense"} {:description
"Beginning at 6th level, the healing spells you cast on others can heal you as
well. When you cast a spell with a spell slot and it restores hit points to any
creature other than you this turn, you regain hit points equal to 2 + the spell's
level.", :level 6, :name "Blessed Healer"} {:description "At 8th level, you gain
the ability to infuse your weapon strikes with divine energy. Once on each of your
turns when you hit a creature with a weapon attack, you can cause the attack to
deal an extra 1d8 radiant damage to the target. When you reach 14th level, the
extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At
17th level, you gain resistance to two damage types of your choice, choosing from
bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short
or long rest, you can change the damage types you chose. As an action, you can
temporarily give up this resistance and transfer it to one creature you touch. The
creature keeps the resistance until the end of your next short or long rest or
until you transfer it back to yourself as a bonus action.", :level 17, :name
"Indomitable Defense "} {:description "At 1st level, you gain proficiency heavy
armor.", :name "Bonus Proficiencies"}]}}}, "Eberron - Rising from the Last War"
{:orcpub.dnd.e5/languages {:quori {:option-pack "Eberron - Rising from the Last
War", :name "Quori", :description "You can speak, read, and write
Quori.", :key :quori}}, :orcpub.dnd.e5/classes {:artificer {nil
nil, :key :artificer, :weapons {:crossbow-light 1}, :level-modifiers
[{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium}
{:type :armor-prof, :value :shields} {:type :weapon-prof, :value :simple}
{:type :tool-prof, :value :tinkers-tools} {:type :tool-prof, :value :thieves-
tools}], :name "Artificer", :equipment {:dungeoneers-pack 1, :crossbow-bolt
20, :thieves-tools 1}, :armor-choices [{:name "Armor", :options {:scale-mail
1, :studded 1}}], :subclass-level 3, :option-pack "Eberron - Rising from the Last
War", :subclass-title "Artificer Specialists", :weapon-choices [{:name
"Weapon", :options {:simple 2}}], :level-selections [{:type :artificer-
infusions, :level 18, :num 2} {:type :artificer-infusions, :level 14, :num 2}
{:type :artificer-infusions, :level 10, :num 2} {:type :artificer-infusions, :level
6, :num 2} {:type :artificer-infusions, :level 2, :num 4} {:type :artificer-tool-
proficiency}], :spellcasting {:level-factor 2, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/int, :spells-known {2 2, 3 1, 5
1, 7 1, 9 1, 11 1, 13 1, 15 1, 17 1, 19 1}, :cantrips? true, :cantrips-known {1 2,
10 1, 14 1}, :spell-list {0 #{:dancing-lights :ray-of-frost :acid-splash :mage-hand
:frostbite :thorn-whip :thunderclap :fire-
bolt :guidance :mending :resistance :shocking-grasp :magic-stone :create-
bonfire :spare-the-dying :poison-spray :light :prestidigitation :message}, 1
#{:alarm :detect-magic :purify-food-and-drink :feather-
fall :grease :identify :longstrider :disguise-self :faerie-fire :false-
life :expeditious-retreat :absorb-elements :catapult :sanctuary :cure-
wounds :jump :snare}, 2 #{:magic-mouth :arcane-lock :skywrite :rope-
trick :protection-from-poison :continual-flame :enhance-ability :lesser-restoration
:enlarge-reduce :darkvision :alter-self :see-invisibility :magic-
weapon :levitate :blur :pyrotechnics :invisibility :aid :spider-climb :heat-
metal :web}, 3 #{:elemental-weapon :blink :water-breathing :dispel-magic :tiny-
servant :create-food-and-water :catnap :glyph-of-
warding :haste :fly :revivify :protection-from-energy :flame-arrows :water-walk}, 4
#{:fabricate :elemental-bane :faithful-hound :secret-chest :resilient-
sphere :freedom-of-movement :private-sanctum :arcane-eye :stone-shape :stoneskin},
5 #{:creation :greater-restoration :animate-objects :transmute-rock :arcane-
hand :wall-of-stone :skill-empowerment}}}, :ability-increase-levels [4 8 12 16 19],
:subclass-help "Each Artificer specializes in a specific area of study.", :help
"Masters of unlocking magic in everyday objects, artificers are supreme inventors.
They see magic as a complex system waiting to be decoded and controlled. Artificers
use tools to channel arcane power, crafting temporary and permanent magical
objects. To cast a spell, an artificer could use alchemist's supplies to create a
potent elixir, calligrapher's supplies to inscribe a sigil of power on an ally's
armor, or tinker's tools to craft a temporary charm. The magic of artificers is
tied to their tools and their talents.", :profs {:save
{:orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/int true}, :skill-
options {:choose 2, :options {:arcana true, :history true, :investigation
true, :medicine true, :nature true, :perception true, :sleight-of-hand
true}}}, :hit-die 8, :traits [{:description "The secrets of creating and operating
gunpowder weapons have been discovered in various corners of the D&D multiverse. If
your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's
Guide and your artificer has been exposed to the operation of such weapons, your
artificer is proficient with them.", :name "Optional Rule: Firearm Proficiency"}
{:description "At 1st level, you learn how to invest a spark of magic into mundane
objects. To use this ability, you must have tinker's tools or other artisan's tools
in hand. You then touch a Tiny nonmagical object as an action and give it one of
the following magical properties of your choice:\n • The object sheds bright
light in a 5-foot radius and dim light for an additional 5 feet.\n • Whenever
tapped by a creature, the object emits a recorded message that can be heard up to
10 feet away. You utter the message when you bestow this property on the object,
and the recording can be no more than 6 seconds long.\n • The object continuously
emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the
like). The chosen phenomenon is perceivable up to 10 feet away.\n • A static
visual effect appears on one of the object's surfaces. This effect can be a
picture, up to 25 words of text, lines and shapes, or a mixture of these elements,
as you like.\n\n The chosen property lasts indefinitely. As an action, you can
touch the object and end the property early.\n You can bestow magic on multiple
objects, touching one object each time you use this feature, though a single object
can only bear one property at a time. The maximum number of objects you can affect
with this feature at one time is equal to your Intelligence modifier (minimum of
one object). If you try to exceed your maximum, the oldest property immediately
ends, and then the new property applies.", :name "Magical Tinkering"} {:name
"Spellcasting", :description "You have studied the workings of magic and how to
channel it through objects. As a result, you have gained the ability to cast
spells. To observers, you don't appear to be casting spells in a conventional way;
you look as if you're producing wonders using mundane items or outlandish
inventions.\n\nTOOLS REQUIRED\nYou produce your artificer spell effects through
your tools. You must have a spellcasting focus-specifically thieves' tools or some
kind of artisan's tool-in hand when you cast any spell with this Spellcasting
feature. You must be proficient with the tool to use it in this way. See chapter 5,
\"Equipment,\" in the Player's Handbook for descriptions of these tools.\n After
you gain the Infuse Item feature at 2nd level, you can also use any item bearing
one of your infusions as a spellcasting focus.\n\nCANTRIPS (0-LEVEL SPELLS)\nAt 1st
level, you know two cantrips of your choice from the artificer spell list. At
higher levels, you learn additional artificer cantrips of your choice, as shown in
the Cantrips Known column of the Artificer table.\n When you gain a level in this
class, you can replace one of the artificer cantrips you know with another cantrip
from the artificer spell list.\n\nPREPARING AND CASTING SPELLS\nThe Artificer table
shows how many spell slots you have to cast your artificer spells. To cast one of
your artificer spells of 1st level or higher, you must expend a slot of the spell's
level or higher. You regain all expended spell slots when you finish a long rest.\n
You prepare the list of artificer spells that are available for you to cast,
choosing from the artificer spell list. When you do so, choose a number of
artificer spells equal to your Intelligence modifier + half your artificer level,
rounded down (minimum of one spell). The spells must be of a level for which you
have spell slots.\n For example, if you are a 5th-level artificer, you have four
1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of
prepared spells can include four spells of 1st or 2nd level, in any combination. If
you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a
2nd-level slot. Casting the spell doesn't remove it from your list of prepared
spells.\n You can change your list of prepared spells when you finish a long
rest. Preparing a new list of artificer spells requires time spent tinkering with
your spellcasting focuses: at least 1 minute per spell level for each spell on your
list.\n\nSPELLCASTING
ABILITY\nIntelligence is your spellcasting ability for your artificer spells; your
understanding of the theory behind magic allows you to wield these spells with
superior skill. You use your Intelligence whenever an artificer spell refers to
your spellcasting ability. In addition, you use your Intelligence modifier when
setting the saving throw DC for an artificer spell you cast and when making an
attack roll with one.\n\nSpell save DC = 8 + your proficiency bonus + your
Intelligence modifier\n\nSpell attack modifier = your proficiency bonus + your
Intelligence modifier"} {:description "You can cast an artificer spell as a ritual
if that spell has the ritual tag and you have the spell prepared.", :name "Ritual
Casting"} {:name "Infuse Item", :level 2, :description "At 2nd level, you gain the
ability to imbue mundane items with certain magical infusions. The magic items you
create with this feature are effectively prototypes of permanent items.\n\
nINFUSIONS KNOWN\nWhen you gain this feature, pick four artificer infusions to
learn, choosing from the \"Artificer Infusions\" section at the end of the class's
description. You learn additional infusions of your choice when you reach certain
levels in this class, as shown in the Infusions Known column of the Artificer
table.\n Whenever you gain a level in this class, you can replace one of the
artificer infusions you learned with a new one.\n\nINFUSING AN ITEM\nWhenever you
finish a long rest, you can touch a nonmagical object and imbue it with one of your
artificer infusions, turning it into a magic item. An infusion works\non only
certain kinds of objects, as specified in the infusion's description. If the item
requires attunement, you can attune yourself to it the instant you infuse the item.
If you decide to attune to the item later, you must do so using the normal process
for attunement (see \"Attunement\" in chapter 7 of the Dungeon Master's Guide).\n
Your infusion remains in an item indefinitely, but when you die, the infusion
vanishes after a number of days have passed equal to your Intelligence modifier
(minimum of 1 day). The infusion also vanishes if you give up your knowledge of the
infusion for another one.\n You can infuse more than one nonmagical object at the
end of a long rest; the maximum number of objects appears in the Infused Items
column of the Artificer table. You must touch each of the objects, and each of your
infusions can be in only one object at a time. Moreover, no object can bear more
than one of your infusions at a time. If you try to exceed your maximum number of
infusions, the oldest infusion immediately ends, and then the new infusion
applies."} {:description "At 3rd level, you learn how to produce exactly the tool
you need: with tinker's tools in hand, you can magically create one set of
artisan's tools in an unoccupied space within 5 feet of you. This creation requires
1 hour of uninterrupted work, which can coincide with a short or long rest. Though
the product of magic, the tools are nonmagical, and they vanish when you use this
feature again.you make that uses your proficiency with a tool.", :level 3, :name
"The Right Tool for the Job"} {:name "Tool Expertise", :level 6, :description
"Starting at 6th level, your proficiency bonus is doubled for any ability check you
make that uses your proficiency with a tool. Enter this manually."} {:name "Spell-
Storing Item", :level 11, :description "At 11th level, you learn how to store a
spell in an object. Whenever you finish a long rest, you can touch one simple or
martial weapon or one item that you can use as a spellcasting focus, and you store
a spell in it, choosing a 1st-level or 2nd-level spell from the artificer spell
list that requires 1 action to cast (you needn't have it prepared).\n While
holding the object, a creature can take an action to produce the spell's effect
from it, using your spellcasting ability modifier. If the spell requires
concentration, the creature must concentrate. The spell stays in the object until
it's been used a number of times equal to twice your Intelligence modifier (minimum
of twice) or until you use this feature again to store a spell in an object."}
{:description "At 20th level, you develop a mystical connection to your magic
items, which you can draw on for protection:\n • You gain a +1 bonus to all
saving throws per magic item you are currently attuned to.\n • If you're reduced
to 0 hit points but not killed outright, you can use your reaction to end one of
your artificer infusions, causing you to drop to 1 hit point instead of 0.", :name
"Soul of Artifice", :level 20} {:name "Equipment", :description "You start with the
following equipment, in addition to the equipment granted by your background:\n •
any two simple weapons of your choice\n • a light crossbow and 20 bolts\n •
your choice of studded leather armor or scale mail\n • thieves' tools and a
dungeoneer's pack\n If you forgo this starting equipment, as well as the items
offered by your background, you start with 5d4 x 10 gp to buy your equipment."}
{:name "Spell Slots at First Level", :description "You have two 1st level spell
slots at first level. These do not display properly until reaching level 2."}
{:description "If your group uses the optional rule on multiclassing in the
Player's Handbook, here's what you need to know if you choose artificer as one of
your classes.\n Ability Score Minimum. As a multiclass character, you must have
at least an Intelligence score of 1 3 to take a level in this class, or to take a
level in another class if you are already an artificer.\n Proficiencies Gained.
If artificer isn't your initial class, here are the proficiencies you gain when you
take your first level as an artificer: light armor, medium armor, shields, thieves'
tools, tinker's tools.\n Spell Slots. Add half your levels (rounded up) in the
artificer class to the appropriate levels from other classes to determine your
available spell slots.", :name "Optional Rule: Multiclassing"} {:name "Tool
Proficiency", :description "You have proficiency with one type of artisan's tools
of your choice."} {:level 7, :description "Starting at 7th level, you gain the
ability to come up with solutions under pressure. When you or another creature you
can see within 30 feet of you makes an ability check or a saving throw, you can use
your reaction to add your Intelligence modifier to the roll.\n You can use this
feature a number of times equal to your Intelligence modifier (minimum of once).
You regain all expended uses when you finish a long rest.", :name "Flash of
Genius"} {:description "When you reach 10th level, you achieve a profound
understanding of how to use and make magic items:\n • You can attune to up to
four magic items at once.\n • If you craft a magic item with a rarity of common
or uncommon, it takes you a quarter of the normal time, and it costs you half as
much of the usual gold.", :name "Magic Item Adept", :level 10} {:description "At
14th level, your skill with magic items deepens more:\n • You can attune to up to
five magic items at once.\n • You ignore all class, race, spell, and level
requirements on attuning to or using a magic item.", :name "Magic Item
Savant", :level 14} {:name "Magic Item Master", :description "Starting at 18th
level, you can attune to up to six magic items at once.", :level
18}]}}, :orcpub.dnd.e5/subclasses {:alchemist {:class :artificer, :traits
[{:description "When you adopt this specialization at 3rd level, you gain
proficiency with alchemist's supplies. If you already have this proficiency, you
gain proficiency with one other type of artisan's tools of your choice.", :level 3,
:name "Tool Proficiency"} {:description "Starting at 3rd level, you always have
certain spells prepared after you reach particular levels in this class, as shown
in the Alchemist Spells table. These spells count as artificer spells for you, but
they don't count against the number of artificer spells you prepare.", :name
"Alchemist Spells", :level 3} {:level 3, :description "Beginning at 3rd level,
whenever you finish a long rest, you can magically produce an experimental elixir
in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's
effect, which is triggered when someone drinks the elixir. As an action, a creature
can drink the elixir or administer it to an incapacitated creature.\n Creating an
experimental elixir requires you to have alchemist supplies on your person, and any
elixir you create with this feature lasts until it is drunk or until the end of
your next long rest.\n When you reach certain levels in this class, you can make
more elixirs at the end of a long rest: two at 6th level and three at 15th level.
Roll for each elixir's effect separately. Each elixir requires its own flask.\n
You can create additional experimental elixirs by expending a spell slot of 1st
level or higher for each one. When you do so, you use your action to create the
elixir in an empty flask you touch, and you choose the elixir's effect from the
Experimental Elixir table.\n\nEXPERIMENTAL ELIXIR\nd6 Effect\n1 Healing. The
drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.\
n2 Swiftness. The drinker's walking speed increases by 10 feet for l hour.\n3
Resilience. The drinker gains a +l bonus to AC for 10 minutes.\n4 Boldness. The
drinker can roll a d4 and add the number rolled to every attack roll and saving
throw they make for the next minute.\n5 Flight. The drinker gains a flying speed of
10 feet for 10 minutes.\n6 Transformation. The drinker's body is transformed as if
by the alter self spell. The drinker determines the transformation caused by the
spell, the effects of which last for 10 minutes.", :name "Experimental Elixir"}
{:description "At 5th level, you develop masterful command of magical chemicals,
enhancing
the healing and damage you create through them. Whenever you cast a spell using
your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll
of the spell. That roll must restore hit points or be a damage roll that deals
acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence
modifier (minimum of +1).", :level 5, :name "Alchemical Savant"} {:name
"Restorative Reagents", :description "Starting at 9th level, you can incorporate
restorative reagents into some of your works:\n • Whenever a creature drinks an
experimental elixir you created, the creature gains temporary hit points equal to
2d6 + your Intelligence modifier (minimum of 1 temporary hit point).\n • You can
cast lesser restoration without expending a spell slot and without preparing the
spell, provided you use alchemist's supplies as the spellcasting focus. You can do
so a number of times equal to your Intelligence modifier (minimum of once), and you
regain all expended uses when you finish a long rest.", :level 9} {:description "By
15th level, you have been exposed to so many chemicals that they pose little risk
to you, and you can use them to quickly end certain ailments:\n • You gain
resistance to acid damage and poison damage, and you are immune to the poisoned
condition.\n • You can cast greater restoration and heal without expending a
spell slot, without preparing the spell, and without material components, provided
you use alchemist's supplies as the spellcasting focus. Once you cast either spell
with this feature, you can't cast that spell with it again until you finish a long
rest.", :name "Chemical Mastery", :level 15}], :level-modifiers [{:type :tool-prof,
:level 3, :value :alchemists-supplies} {:type :spell, :level 3, :value {:level
1, :key :healing-word, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 3, :value {:level 1, :key :ray-of-
sickness, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 5, :value
{:level 2, :key :flaming-sphere, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 5, :value {:level 2, :key :acid-
arrow, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 9, :value
{:level 3, :key :gaseous-form, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 9, :value {:level 3, :key :mass-healing-
word, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 13, :value
{:level 4, :key :blight, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 13, :value {:level 4, :key :death-
ward, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 17, :value
{:level 5, :key :cloudkill, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 17, :value {:level 5, :key :raise-
dead, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 9, :value
{:level 2, :key :lesser-restoration, :ability :orcpub.dnd.e5.character/int}} {:type
:damage-resistance, :level 15, :value :acid} {:type :damage-resistance, :level
15, :value :poison} {:type :spell, :level 15, :value {:level 5, :key :greater-
restoration, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
15, :value {:level 6, :key :heal, :ability
:orcpub.dnd.e5.character/int}}], :option-pack "Eberron - Rising from the Last War",
:name "Alchemist", :key :alchemist}, :artillerist {:class :artificer, :traits
[{:name "Tool Proficiency", :level 3, :description "When you adopt this
specialization at 3rd level, you gain proficiency with woodcarver's tools. If you
already have this proficiency, you gain proficiency with one other type of
artisan's tools of your choice."} {:level 3, :description "Starting at 3rd level,
you always have certain spells prepared after you reach particular levels in this
class, as shown in the Artillerist Spells table. These spells count as artificer
spells for you, but they don't count against the number of artificer spells you
prepare.", :name "Artillerist Spells"} {:name "Eldritch Cannon", :level
3, :description "At 3rd level, you learn how to create a magical cannon. Using
woodcarver's tools or smith's tools, you can take an action to magically create a
Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within
5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be
held in one hand.\n Once you create a cannon, you can't do so again until you
finish a long rest or until you expend a spell slot of 1st level or higher. You can
have only one cannon at a time and can't create one while your cannon is present.\n
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and
a number of hit points equal to five times your artificer level. It is immune to
poison damage, psychic damage, and all conditions. If it is forced to make an
ability check or a saving throw, treat all its ability scores as 10 (+0). If the
mending spell is cast on it, it regains 2d6 hit points. It disappears if it is
reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.\n
When you create the cannon, you determine its appearance and whether it has legs.
You also decide which type it is, choosing from the options on the Eldritch Cannons
table. On each of your turns, you can take a bonus action to cause the cannon to
activate if you are within 60 feet of it. As part of the same bonus action, you can
direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided
it has legs.\n\nELDRITCH CANNONS\n Flamethrower. The cannon exhales fire in an
adjacent 15-foot cone that you designate. Each creature in that area must make a
Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a
failed save or half as much damage on a successful one. The fire ignites any
flammable objects in the area that aren't being worn or carried.\n Force
Ballista. Make a ranged spell attack, originating from the cannon, at one creature
or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and
if the target is a creature, it is pushed up to 5 feet away from the cannon.\n
Protector. The cannon emits a burst of positive energy that grants itself and each
creature of your choice within 10 feet of it a number of temporary hit points equal
to ld8 + your Intelligence modifier (minimum of +l)."} {:name "Arcane
Firearm", :level 5, :description "At 5th level, you know how to turn a wand, staff,
or rod into an arcane firearm, a conduit for your destructive spells. When you
finish a long rest, you can use woodcarver's tools to carve special sigils into a
wand, staff, or rod and thereby turn it into your arcane firearm. The sigils
disappear from the object if you later carve them on a different item. The sigils
otherwise last indefinitely.\n You can use your arcane firearm as a spellcasting
focus for your artificer spells. When you cast an artificer spell through the
firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal
to the number rolled."} {:description "Starting at 9th level, every eldritch cannon
you create is more destructive:\n • The cannon's damage rolls all increase by
ld8.\n • As an action, you can command the cannon to detonate if you are within
60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet
of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force
damage on a failed save or half as much damage on a successful one.", :name
"Explosive Cannon", :level 9} {:level 15, :name "Fortified Position", :description
"Starting at 15th level, you're a master at forming well-defended emplacements
using Eldritch Cannon:\n • You and your allies have half cover while within 10
feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field
of magical protection that the cannon emits.\n • You can now have two cannons at
the same time. You can create two with the same action (but not the same spell
slot), and you can activate both of them with the same bonus action. You determine
whether the cannons are identical to each other or different. You can't create a
third cannon while you have two."}], :level-modifiers [{:type :tool-
prof, :value :woodcarvers-tools, :level 3} {:type :spell, :level 3, :value {:level
1, :key :shield, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
3, :value {:level 1, :key :thunderwave, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 5, :value {:level 2, :key :scorching-
ray, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 5, :value
{:level 2, :key :shatter, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 9, :value {:level 3, :ability
:orcpub.dnd.e5.character/int, :key :fireball}} {:type :spell, :level 9, :value
{:level 3, :ability :orcpub.dnd.e5.character/int, :key :wind-wall}}
{:type :spell, :level 13, :value {:level 4, :ability
:orcpub.dnd.e5.character/int, :key :ice-storm}} {:type :spell, :level 13, :value
{:level 4, :ability :orcpub.dnd.e5.character/int, :key :wall-of-fire}}
{:type :spell, :level 17, :value {:level 5, :ability
:orcpub.dnd.e5.character/int, :key :cone-of-cold}} {:type :spell, :level 17, :value
{:level 5, :ability :orcpub.dnd.e5.character/int, :key :wall-of-force}}], :option-
pack "Eberron - Rising from the Last War", :name "Artillerist", :key :artillerist},
:battle-smith {:class :artificer, :traits [{:description "When you adopt this
specialization at 3rd level, you gain proficiency with smith's tools. If you
already have this proficiency, you gain proficiency with one other type of
artisan's tools of your choice.", :name "Tool Proficiency", :level 3} {:description
"When you reach 3rd level, your combat training and your experiments with magic
have paid off in two ways:\n • You gain proficiency with martial weapons.\n •
When you attack with a magic weapon, you can use your Intelligence modifier,
instead of Strength or Dexterity modifier,
for the attack and damage rolls.", :name "Battle Ready", :level 3} {:description
"By 3rd level, your tinkering has borne you a faithful companion, a steel defender.
It is friendly to you and your companions, and it obeys your commands. See this
creature's game statistics in the steel defender stat block. You determine the
creature's appearance and whether it has two legs or four; your choice has no
effect on its game statistics.\n In combat, the steel defender shares your
initiative count, but it takes its turn immediately after yours. It can move and
use its reaction on its own, but the only action it takes on its turn is the Dodge
action, unless you take a bonus action on your turn to command it to take one of
the actions in its stat block or the Dash, Disengage, Help, Hide, or Search
action.\n If the mending spell is cast on it, it regains 2d6 hit points. If it
has died within the last hour, you can use your smith's tools as an action to
revive it, provided you are within 5 feet of it and you expend a spell slot of 1st
level or higher. The steel defender returns to life after 1 minute with all its hit
points restored.\n At the end of a long rest, you can create a new steel defender
if you have your smith's tools with you. If you already have a steel defender from
this feature, the first one immediately perishes.", :name "Steel Defender", :level
3} {:description "At 9th level, you learn new ways to channel arcane energy to harm
or heal. When either you hit a target with a magic weapon attack or your steel
defender hits a target, you can channel magical energy through the strike to create
one of the following effects:\n • The target takes an extra 2d6 force damage.\n
• Choose one creature or object you can see within 30 feet of the target. Healing
energy flows into the chosen recipient, restoring 2d6 hit points to it.\n You can
use this energy a number of times equal to your Intelligence modifier (minimum of
once), but you can do so no more than once on a turn. You regain all expended uses
when you finish a long rest.", :level 9, :name "Arcane Jolt"} {:description "At
15th level, your Arcane jolt and steel defender become more powerful:\n • The
extra damage and the healing of your Arcane jolt both increase to 4d6.\n • Your
steel defender gains a +2 bonus to Armor Class.\n • Whenever your steel defender
uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your
Intelligence modifier.", :level 15, :name "Improved Defender"} {:name "Battle Smith
Spells", :level 3, :description "Starting at 3rd level, you always have certain
spells prepared after you reach particular levels in this class, as shown in the
Battle Smith Spells table. These spells count as artificer spells for you, but they
don't count against the number of artificer spells you prepare."} {:name "Extra
Attack", :description "Starting at 5th level, you can attack twice, rather than
once, whenever you take the Attack action on your turn.", :level 5}], :level-
modifiers [{:type :tool-prof, :level 3, :value :smiths-tools} {:type :spell, :level
3, :value {:level 1, :ability :orcpub.dnd.e5.character/int, :key :heroism}}
{:type :spell, :level 3, :value {:level 1, :ability
:orcpub.dnd.e5.character/int, :key :shield}} {:type :spell, :level 5, :value
{:level 2, :ability :orcpub.dnd.e5.character/int, :key :branding-smite}}
{:type :spell, :level 5, :value {:level 2, :ability
:orcpub.dnd.e5.character/int, :key :warding-bond}} {:type :spell, :level 9, :value
{:level 3, :ability :orcpub.dnd.e5.character/int, :key :aura-of-vitality}}
{:type :spell, :level 9, :value {:level 3, :ability
:orcpub.dnd.e5.character/int, :key :conjure-barrage}} {:type :spell, :level
13, :value {:level 4, :ability :orcpub.dnd.e5.character/int, :key :aura-of-purity}}
{:type :spell, :level 13, :value {:level 4, :ability
:orcpub.dnd.e5.character/int, :key :fire-shield}} {:type :spell, :level 17, :value
{:level 5, :ability :orcpub.dnd.e5.character/int, :key :banishing-smite}}
{:type :spell, :level 17, :value {:level 5, :ability
:orcpub.dnd.e5.character/int, :key :mass-cure-wounds}} {:type :weapon-prof, :level
3, :value :martial} {:type :num-attacks, :level 5, :value 2}], :option-pack
"Eberron - Rising from the Last War", :name "Battle Smith", :key :battle-
smith}}, :orcpub.dnd.e5/monsters {:tarkanan-assassin-lightning- {:senses
"darkvision 60 ft., passive Perception 14", :description "The assassin knows
thieves' cant as a language.", :armor-notes "studded leather", :key :tarkanan-
assassin-lightning-, :int 10, :speed "30 ft.", :name "Tarkanan Assassin
(Lightning)", :alignment "any non-good alignment", :cha 11, :hit-points {:die-count
7, :die 8, :modifier 14}, :type :humanoid, :size :medium, :option-pack "Eberron -
Rising from the Last War", :armor-class 15, :skills {:athletics 3, :deception
2, :perception 4, :sleight-of-hand 5, :stealth 5}, :str 12, :challenge 2, :con
14, :dex 16, :wis 14, :props {:language {:common true}}, :traits [{:name "Innate
Spellcasting", :description "The assassin's spell casting ability is Constitution
(+4 to hit with spell attacks). It can innately cast the spells detailed
in \"Actions,\" requiring no material components."} {:name "Unstable
Mark", :description "When the assassin casts an innate spell, each creature within
10 feet of the assassin must make a DC 12 Constitution saving throw, taking 4 (1d8)
force damage on a failed save, or half as much damage on a successful one."} {:type
:action, :name "Multiattack.", :description "The assassin makes two shortsword
attacks."} {:type :action, :name "Shortsword", :description "Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) piercing damage plus 7 (2d6)
poison damage."} {:type :action, :name "Shocking Grasp (Cantrip/At
Will)", :description "Melee Spell Attack: +4 to hit, reach 5 ft., one target.\nHit:
9 (2d8) lightning damage. The assassin has advantage on the attack roll if the
target is wearing armor made of metal."} {:type :action, :name "Chromatic Orb
(1/Day)", :description "Ranged Spell Attack: +4 to hit, range 90 ft., one
creature.\nHit: 18 (4d8) damage of a type chosen by the assassin: acid, cold, fire,
lightning, poison, or thunder."}]}, :magewright-artisan- {:senses "passive
Perception 12", :description "The magewright is proficient in two languages of its
choice.", :key :magewright-artisan-, :int 14, :speed "30 ft.", :name "Magewright
(Artisan)", :alignment "any alignment", :cha 12, :hit-points {:die-count 2, :die
8}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 11, :skills {:arcana 4}, :str 11, :con 10, :dex 13, :wis
14, :props {:language {:common true}}, :traits [{:name "Spellcasting", :description
"The magewright's spell casting ability is Intelligence (spell save DC 12). To cast
one of its rituals, the magewright must provide additional material components
whose value in gold pieces is 20 times the spell's level. These components are
consumed when the ritual is finished. The magewright knows the following spells:\n\
nAt will: mage hand, prestidigitation, guidance, mending\nRituals: knock"}
{:type :action, :name "Dagger", :description "Melee or Ranged Weapon Attack: +3 to
hit, reach 5 ft. or range 20/60 ft., one target.\nHit: 3 (1d4 + 1) piercing
damage."} {:name "Tool Proficiencies", :description "The magewright has proficiency
with one type of artisan's tools."}]}, :clawfoot {:senses "passive perception
13", :key :clawfoot, :int 4, :speed "40 ft.", :name "Clawfoot", :alignment
"unaligned", :cha 6, :hit-points {:die-count 3, :die 8, :modifier 6}, :type :beast,
:size :medium, :option-pack "Eberron - Rising from the Last War", :armor-class
13, :skills {:perception 3, :stealth 5}, :str 12, :challenge 1, :con 14, :dex
16, :wis 12, :traits [{:name "Pack Tactics", :description "The clawfoot has
advantage on an attack roll against a creature if at least one of the clawfoot's
allies is within 5 feet of the creature and the ally isn't incapacitated."} {:name
"Pounce", :description "If the clawfoot moves at least 20 feet straight towards a
creature and then hits it with a claw attack on the same turn, that target must
succeed on a DC 11 STR saving throw or be knocked prone. If the target is prone,
the clawfoot can make one bite attack against it as a bonus action."}
{:type :action, :name "Multiattack", :description "The clawfoot makes two attacks:
one with its bite and one with its claws."} {:type :action, :name
"Bite", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\
nHit: 7 (1d8 + 3) piercing damage."} {:type :action, :name "Claws", :description
"Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\nHit: 7 (1d8 + 3)
slashing damage."}]}, :valenar-steed-shrouded-step- {:senses "passive Perception
14", :key :valenar-steed-shrouded-step-, :int 10, :speed "60 ft.", :name "Valenar
Steed (Shrouded Step)", :alignment "neutral", :cha 11, :hit-points {:die-count
3, :die 10, :modifier 6}, :type :fey, :size :large, :option-pack "Eberron - Rising
from the Last War", :armor-class 13, :skills {:perception 4}, :str 14, :challenge
0.5, :con 14, :dex 16, :wis 15, :props {:language {:common true, :elvish
true, :sylvan true}}, :traits [{:name "Bonding", :description "The steed can
magically bond with one creature it can see, immediately after spending at least 1
hour observing that creature while within 30 feet of it. The bond lasts until the
steed bonds with a different creature or until the bonded creature dies. While
bonded, the steed and the bonded creature can communicate telepathically with each
other at a distance of up to 100 feet."} {:type :action, :name
"Hooves", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\
nHit: 10 (2d6 + 3) bludgeoning damage."} {:name "Shrouded Step", :description "The
animal can't be tracked except by magical means, and it leaves behind no tracks
or other traces of its passage."}]}, :inspired-kalaraq-vessel- {:senses "passive
perception 10", :armor-notes "15 with Mage Armor", :key :inspired-kalaraq-
vessel-, :int 16, :speed "30 ft.", :name "Inspired (Kalaraq Vessel)", :alignment
"lawful evil", :cha 16, :hit-points {:die-count 9, :die
8}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 12, :skills {:deception 7, :insight 2, :persuasion 7}, :str
11, :saving-throws {:int 5, :wis 2}, :challenge 2, :con 10, :dex 14, :wis
10, :props {:damage-resistance {:psychic true}, :condition-immunity {:charmed true,
:frightened true}, :language {:common true, :quori true}}, :traits [{:name "Dual
Mind", :description "The Inspired has advantage on Wisdom saving throws."} {:name
"Innate Spellcasting (Psionics)", :description "The Inspired's spellcasting ability
is Intelligence (spell save DC 13). It can innately cast the following spells,
requiring no material components:\n\nAt will: mage hand, vicious mockery.\n1/day
each: charm person, dissonant whispers, hex, hold person, mage armor."}
{:type :action, :name "Multiattack", :description "The Inspired makes two crysteel
dagger attacks. It can replace one attack with Vicious Mockery."}
{:type :action, :name "Crysteel Dagger", :description "Melee Wepaon Attack: +4 to
hit, reach 5 ft., one target.\nHit: 4 (1d4 + 2) piercing damage plus 10 (3d6) force
damage."} {:type :action, :name "Vicious Mockery (Cantrip)", :description "The
Inspired unleashes a string of insults laced with subtle enchantments at one
creature it can see within 60 feet of it. If the target can hear the Inspired, the
target must succeed on a DC 13 Wisdom saving throw or take 2 (1d4) psychic damage
and have disadvantage on the next attack roll it makes before the end of its next
turn."} {:name "All Around Vision", :description "The Inspired can't be
surprised."} {:name "Arcane Eye (3/Day)", :description "The Inspired can cast the
Arcane Eye spell, requiring no material components."}]}, :valenar-hound-fey-
ancestry- {:senses "passive Perception 14", :armor-notes "natural
armor", :key :valenar-hound-fey-ancestry-, :int 10, :speed "40 ft.", :name "Valenar
Hound (Fey Ancestry)", :alignment "neutral", :cha 11, :hit-points {:die-count
3, :die 8, :modifier 6}, :type :fey, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 14, :skills {:perception 4}, :str 17, :challenge
0.5, :con 14, :dex 15, :wis 15, :props {:language {:common true, :elvish
true, :sylvan true}}, :traits [{:name "Bonding", :description "The hound can
magically bond with one creature it can see, immediately after spending at least 1
hour observing that creature while within 30 feet of it. The bond lasts until the
hound bonds with a different creature or until the bonded creature dies. While
bonded, the hound and the bonded creature can communicate telepathically with each
other at a distance of up to 100 feet."} {:name "Keen Hearing and
Smell", :description "The hound has advantage on Wisdom (Perception) checks that
rely on hearing or smell."} {:type :action, :name "Bite", :description "Melee
Weapon Attack: +5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) piercing
damage. If the target is a creature, it must succeed on a DC 13 Strength saving
throw or be knocked prone."} {:name "Fey Ancestry", :description "The animal has
advantage on saving throws against being charmed or frightened, and magic can't put
it to sleep."}]}, :the-lord-of-blades {:senses "passive Perception 19", :legendary-
actions {:description "The Lord of Blades can take 3 legendary actions, choosing
from the options below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. The Lord of Blades regains spent
legendary actions at the start of his turn."}, :armor-notes "natural
armor", :key :the-lord-of-blades, :int 19, :speed "40 ft.", :name "The Lord of
Blades", :alignment "lawful evil", :cha 18, :hit-points {:die-count 23, :die
8, :modifier 92}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 19, :skills {:arcana 10, :athletics 11, :history
10, :perception 9}, :str 20, :saving-throws {:str 11, :dex nil, :con 10, :int
10, :wis 9}, :challenge 18, :con 18, :dex 15, :wis 17, :props {:damage-resistance
{:necrotic true, :poison true}, :condition-immunity {:charmed true, :exhausted
true, :frightened true}, :language {:common true, :draconic true, :dwarvish
true, :elvish true}}, :traits [{:name "Adamantine Plating", :description "Any
critical hit against the Lord of Blades becomes a normal hit."} {:name "Bladed
Armor", :description "A creature that grapples the Lord of Blades or is grappled by
him takes 13 (3d8) slashing damage. A creature takes 13 (3d8) slashing damage if it
starts its turn grappling or being grappled by the Lord of Blades."} {:name
"Charge", :description "If the Lord of Blades moves at least 10 feet straight
towards a target and then hits it with his adamantine sixblade on the same turn,
the target takes an extra 11 (2d10) slashing damage. If the target is a creature,
it must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet away
and knocked prone."} {:name "Spellcasting", :description "The Lord of Blades is a
20th-level spellcaster. His spellcasting ability is Intelligence (spells save DC
18, +10 to hit with spell attacks). He has the following artificer spells
prepared:\n\nCantrips (at will): fire bold, mage hand, mending, prestidigitation.\
n1st level (4 slots): expeditious retreat, sanctuary, thunderwave.\n2nd level (3
slots): blur, heat metal, scorching ray, see invisibility.\n3rd level (3 slots):
dispel magic, fly, haste.\n4th level (3 slots): freedom of movement, Mordenkainen's
faithful hound.\n5th level (2 slots): animate objects, wall of force."} {:name
"Warforged Resilience", :description "The Lord of Blades has advantage on saving
throws against being poisoned, is immune to disease, and magic can't put him to
sleep."} {:type :action, :name "Multiattack", :description "The Lord of Blades
makes three attacks: two with his adamantine sixblade and one with his bladed
wings."} {:type :action, :name "Adamantine Sixblade", :description "Melee Weapon
Attac: +11 to hit, reach 10 ft., one target.\nHit: 21 (3d10 + 5) slashing damage
plus 7 (2d6) force damage."} {:type :action, :name "Bladed Wings", :description
"Melee or Ranged Spell Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one
target.\nHit: 8 (1d6 + 5) slashing damage."} {:type :action, :name "Fire Bolt
(Cantrip)", :description "Ranged Spell Attack: +10 to hit, range 120 ft., one
target.\nHit: 22 (4d10) fire damage."} {:type :legendary-action, :name
"Attack", :description "The Lord of Blades makes one weapon attack."}
{:type :legendary-action, :name "Cantrip", :description "The Lord of Blades casts
one of his cantrips."} {:type :legendary-action, :name "Cast a Spell (Costs 2
Actions)", :description "The Lord of Blades casts a spell of 2nd level or lower
from his spell list that takes 1 action to cast."} {:type :legendary-action, :name
"Blade Dash (Costs 3 Actions)", :description "The Lord of Blades moves up to his
speed without provoking opportunity attacks, then makes one attack with his
adamantine sixblade. He can make one bladed wings attack against each creature he
moves past."}]}, :fastieth {:senses "passive perception 10", :key :fastieth, :int
4, :speed "50 ft.", :name "Fastieth", :alignment "unaligned", :cha 4, :hit-points
{:die-count 2, :die 8, :modifier 0}, :type :beast, :size :medium, :option-pack
"Eberron - Rising from the Last War", :armor-class 14, :skills {:perception
##NaN, :stealth ##NaN}, :str 12, :challenge 0.25, :con 10, :dex 18, :wis
11, :traits [{:name "Quickness (Recharge 5-6)", :description "The fastieth can take
the Dodge action as a bonus action."} {:type :action, :name "Bite", :description
"Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\nHit: 8 (1d8 + 4)
piercing damage."}]}, :valenar-hawk-burst-of-speed- {:senses "passive Perception
15", :key :valenar-hawk-burst-of-speed-, :int 9, :speed "10 ft., fly 60 ft.", :name
"Valenar Hawk (Burst of Speed)", :alignment "neutral", :cha 11, :hit-points {:die-
count 4, :die 4}, :type :fey, :size :tiny, :option-pack "Eberron - Rising from the
Last War", :armor-class 14, :skills {:perception 5}, :str 8, :challenge 0.125, :con
10, :dex 18, :wis 16, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hawk can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hawk bonds with a
different creature or until the bonded creature dies. While bonded, the hawk and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Sight", :description "The hawk has advantage on
Wisdom (Perception) checks that rely on sight."} {:type :action, :name
"Talons", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\
nHit: 6 (1d4 + 4) slashing damage."} {:name "Burst of Speed (Recharge
6)", :description "The animal can take the Dash action as a bonus
action."}]}, :valenar-hound {:senses "passive Perception 14", :armor-notes "natural
armor", :key :valenar-hound, :int 10, :speed "40 ft.", :name "Valenar
Hound", :alignment "neutral", :cha 11, :hit-points {:die-count 3, :die 8, :modifier
6}, :type :fey, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 14, :skills {:perception 4}, :str 17, :challenge 0.5, :con
14, :dex 15, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hound can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within
30 feet of it. The bond lasts until the hound bonds with a different creature or
until the bonded creature dies. While bonded, the hound and the bonded creature can
communicate telepathically with each other at a distance of up to 100 feet."}
{:name "Keen Hearing and Smell", :description "The hound has advantage on Wisdom
(Perception) checks that rely on hearing or smell."} {:type :action, :name
"Bite", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\
nHit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on
a DC 13 Strength saving throw or be knocked prone."}]}, :magewright-mediator-
{:senses "passive Perception 12", :description "The magewright is proficient in two
languages of its choice.", :key :magewright-mediator-, :int 14, :speed "30
ft.", :name "Magewright (Mediator)", :alignment "any alignment", :cha 12, :hit-
points {:die-count 2, :die 8}, :type :humanoid, :size :medium, :option-pack
"Eberron - Rising from the Last War", :armor-class 11, :skills {:arcana 4, :insight
4, :persuasion 3}, :str 11, :con 10, :dex 13, :wis 14, :props {:language {:common
true}}, :traits [{:name "Spellcasting", :description "The magewright's spell
casting ability is Intelligence (spell save DC 12). To cast one of its rituals, the
magewright must provide additional material components whose value in gold pieces
is 20 times the spell's level. These components are consumed when the ritual is
finished. The magewright knows the following spells:\n\nAt will: mage hand,
prestidigitation, guidance\nRituals: knock, comprehend languages, zone of truth"}
{:type :action, :name "Dagger", :description "Melee or Ranged Weapon Attack: +3 to
hit, reach 5 ft. or range 20/60 ft., one target.\nHit: 3 (1d4 + 1) piercing
damage."}]}, :valenar-hawk-lie-detector- {:senses "passive Perception
15", :key :valenar-hawk-lie-detector-, :int 9, :speed "10 ft., fly 60 ft.", :name
"Valenar Hawk (Lie Detector)", :alignment "neutral", :cha 11, :hit-points {:die-
count 4, :die 4}, :type :fey, :size :tiny, :option-pack "Eberron - Rising from the
Last War", :armor-class 14, :skills {:perception 5}, :str 8, :challenge 0.125, :con
10, :dex 18, :wis 16, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hawk can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hawk bonds with a
different creature or until the bonded creature dies. While bonded, the hawk and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Sight", :description "The hawk has advantage on
Wisdom (Perception) checks that rely on sight."} {:type :action, :name
"Talons", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\
nHit: 6 (1d4 + 4) slashing damage."} {:name "Lie Detector", :description "The
animal knows when a creature within 15 feet of it tells a lie."}]}, :valenar-hound-
fey-step- {:senses "passive Perception 14", :armor-notes "natural
armor", :key :valenar-hound-fey-step-, :int 10, :speed "40 ft.", :name "Valenar
Hound (Fey Step)", :alignment "neutral", :cha 11, :hit-points {:die-count 3, :die
8, :modifier 6}, :type :fey, :size :medium, :option-pack "Eberron - Rising from the
Last War", :armor-class 14, :skills {:perception 4}, :str 17, :challenge 0.5, :con
14, :dex 15, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hound can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hound bonds with a
different creature or until the bonded creature dies. While bonded, the hound and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Hearing and Smell", :description "The hound has
advantage on Wisdom (Perception) checks that rely on hearing or smell."}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5
ft., one target.\nHit: 6 (1d6 + 3) piercing damage. If the target is a creature, it
must succeed on a DC 13 Strength saving throw or be knocked prone."} {:name "Fey
Step (1/Day)", :description "The animal, along with anything it is wearing or
carrying, teleports up to 30 feet to an unoccupied space it can see."}]}, :living-
burning-hands {:senses "darkvision 60 ft., passive Perception 8", :description "The
living spell has resistance to bludgeoning, piercing, and slashing damage from
nonmagical attacks.", :armor-notes "natural armor", :key :living-burning-
hands, :int 3, :speed "25 ft., fly 25 ft. (hover)", :name "Living Burning
Hands", :alignment "unaligned", :cha 6, :hit-points {:die-count 2, :die
8, :modifier 6}, :type :construct, :size :large, :option-pack "Eberron - Rising
from the Last War", :armor-class 15, :str 10, :challenge 1, :con 16, :dex 12, :wis
6, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing
true}, :damage-immunity {:lightning false, :fire true}, :condition-immunity
{:blinded true, :charmed true, :deafened true, :exhausted true, :frightened
true, :grappled true, :poisoned true, :prone true}}, :traits [{:name
"Amorphous", :description "The living spell can move through a space as narrow as 1
inch wide without squeezing."} {:name "Magic Resistance", :description "The living
spell has advantage on saving throws against spell and other magical effects."}
{:name "Magical Strike", :description "Melee Spell Attac: +5 to hit, reach 5 ft.,
one target.\nHit: 6 (1d6 + 3) fire damage.", :type :action} {:name "Spell Mimicry
(Recharge 5-6)", :type :action, :description "The living spell unleashes a thin
sheet of flames in a 15-foot cone. Each creature in that area must make a DC 13
Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as
much damage on a successful one."}]}, :valenar-hound-camouflage- {:senses "passive
Perception 14", :armor-notes "natural armor", :key :valenar-hound-camouflage-, :int
10, :speed "40 ft.", :name "Valenar Hound (Camouflage)", :alignment "neutral", :cha
11, :hit-points {:die-count 3, :die 8, :modifier
6}, :type :fey, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 14, :skills {:perception 4}, :str 17, :challenge 0.5, :con
14, :dex 15, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hound can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hound bonds with a
different creature or until the bonded creature dies. While bonded, the hound and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Hearing and Smell", :description "The hound has
advantage on Wisdom (Perception) checks that rely on hearing or smell."}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5
ft., one target.\nHit: 6 (1d6 + 3) piercing damage. If the target is a creature, it
must succeed on a DC 13 Strength saving throw or be knocked prone."} {:name
"Camouflage", :description "The animal has advantage on Dexterity (Stealth) checks
it makes while outdoors."}]}, :valenar-hawk-fey-step- {:senses "passive Perception
15", :key :valenar-hawk-fey-step-, :int 9, :speed "10 ft., fly 60 ft.", :name
"Valenar Hawk (Fey Step)", :alignment "neutral", :cha 11, :hit-points {:die-count
4, :die 4}, :type :fey, :size :tiny, :option-pack "Eberron - Rising from the Last
War", :armor-class 14, :skills {:perception 5}, :str 8, :challenge 0.125, :con
10, :dex 18, :wis 16, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hawk can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hawk bonds with a
different creature or until the bonded creature dies. While bonded, the hawk and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Sight", :description "The hawk has advantage on
Wisdom (Perception) checks that rely on sight."} {:type :action, :name
"Talons", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\
nHit: 6 (1d4 + 4) slashing damage."} {:name "Fey Step (1/Day)", :description "The
animal, along with anything it is wearing or carrying, teleports up to 30 feet to
an unoccupied space it can see."}]}, :valenar-hound-quickness- {:senses "passive
Perception 14", :armor-notes "natural armor", :key :valenar-hound-quickness-, :int
10, :speed "40 ft.", :name "Valenar Hound (Quickness)", :alignment "neutral", :cha
11, :hit-points {:die-count 3, :die 8, :modifier
6}, :type :fey, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 14, :skills {:perception 4}, :str 17, :challenge 0.5, :con
14, :dex 15, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hound can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hound bonds with a
different creature or until the bonded creature dies. While bonded, the hound and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Hearing and Smell", :description "The hound has
advantage on Wisdom (Perception) checks that rely on hearing or smell."}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5
ft., one target.\nHit: 6 (1d6 + 3) piercing
damage. If the target is a creature, it must succeed on a DC 13 Strength saving
throw or be knocked prone."} {:name "Quickness (Recharge 6)", :description "The
animal can take the Dodge action as a bonus action."}]}, :magewright {:senses
"passive Perception 12", :description "The magewright is proficient in two
languages of its choice.", :key :magewright, :int 14, :speed "30 ft.", :name
"Magewright", :alignment "any alignment", :cha 12, :hit-points {:die-count 2, :die
8}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 11, :skills {:arcana 4}, :str 11, :con 10, :dex 13, :wis
14, :props {:language {:common true}}, :traits [{:name "Spellcasting", :description
"The magewright's spell casting ability is Intelligence (spell save DC 12). To cast
one of its rituals, the magewright must provide additional material components
whose value in gold pieces is 20 times the spell's level. These components are
consumed when the ritual is finished. The magewright knows the following spells:\n\
nAt will: mage hand, prestidigitation\nRituals: knock"} {:type :action, :name
"Dagger", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target.\nHit: 3 (1d4 + 1) piercing damage."}]}, :magewright-
healer- {:senses "passive Perception 12", :description "The magewright is
proficient in two languages of its choice.", :key :magewright-healer-, :int
14, :speed "30 ft.", :name "Magewright (Healer)", :alignment "any alignment", :cha
12, :hit-points {:die-count 2, :die 8}, :type :humanoid, :size :medium, :option-
pack "Eberron - Rising from the Last War", :armor-class 11, :skills {:arcana
4, :medicine 4}, :str 11, :con 10, :dex 13, :wis 14, :props {:language {:common
true}}, :traits [{:name "Spellcasting", :description "The magewright's spell
casting ability is Intelligence (spell save DC 12). To cast one of its rituals, the
magewright must provide additional material components whose value in gold pieces
is 20 times the spell's level. These components are consumed when the ritual is
finished. The magewright knows the following spells:\n\nAt will: mage hand,
prestidigitation, resistance, spare the dying\nRituals: knock, detect poison and
disease, lesser restoration (1 hr.)"} {:type :action, :name "Dagger", :description
"Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one
target.\nHit: 3 (1d4 + 1) piercing damage."} {:name "Tool
Proficiencies", :description "The magewrite has proficiency with a herbalism
kit."}]}, :valenar-steed-burst-of-speed- {:senses "passive Perception
14", :key :valenar-steed-burst-of-speed-, :int 10, :speed "60 ft.", :name "Valenar
Steed (Burst of Speed)", :alignment "neutral", :cha 11, :hit-points {:die-count
3, :die 10, :modifier 6}, :type :fey, :size :large, :option-pack "Eberron - Rising
from the Last War", :armor-class 13, :skills {:perception 4}, :str 14, :challenge
0.5, :con 14, :dex 16, :wis 15, :props {:language {:common true, :elvish
true, :sylvan true}}, :traits [{:name "Bonding", :description "The steed can
magically bond with one creature it can see, immediately after spending at least 1
hour observing that creature while within 30 feet of it. The bond lasts until the
steed bonds with a different creature or until the bonded creature dies. While
bonded, the steed and the bonded creature can communicate telepathically with each
other at a distance of up to 100 feet."} {:type :action, :name
"Hooves", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\
nHit: 10 (2d6 + 3) bludgeoning damage."} {:name "Burst of Speed (Recharge
6)", :description "The animal can take the Dash action as a bonus
action."}]}, :inspired-hashalaq-vessel- {:senses "passive perception 10", :armor-
notes "15 with Mage Armor", :key :inspired-hashalaq-vessel-, :int 16, :speed "30
ft.", :name "Inspired (Hashalaq Vessel)", :alignment "lawful evil", :cha 16, :hit-
points {:die-count 9, :die 8}, :type :humanoid, :size :medium, :option-pack
"Eberron - Rising from the Last War", :armor-class 12, :skills {:deception
7, :insight 2, :persuasion 7}, :str 11, :saving-throws {:int 5, :wis 2}, :challenge
2, :con 10, :dex 14, :wis 10, :props {:damage-resistance {:psychic
true}, :condition-immunity {:charmed true, :frightened true}, :language {:common
true, :quori true}}, :traits [{:name "Dual Mind", :description "The Inspired has
advantage on Wisdom saving throws."} {:name "Innate Spellcasting
(Psionics)", :description "The Inspired's spellcasting ability is Intelligence
(spell save DC 13). It can innately cast the following spells, requiring no
material components:\n\nAt will: mage hand, vicious mockery.\n1/day each: charm
person, dissonant whispers, hex, hold person, mage armor."} {:type :action, :name
"Multiattack", :description "The Inspired makes two crysteel dagger attacks. It can
replace one attack with Vicious Mockery."} {:type :action, :name "Crysteel Dagger",
:description "Melee Wepaon Attack: +4 to hit, reach 5 ft., one target.\nHit: 4 (1d4
+ 2) piercing damage plus 10 (3d6) force damage."} {:type :action, :name "Vicious
Mockery (Cantrip)", :description "The Inspired unleashes a string of insults laced
with subtle enchantments at one creature it can see within 60 feet of it. If the
target can hear the Inspired, the target must succeed on a DC 13 Wisdom saving
throw or take 2 (1d4) psychic damage and have disadvantage on the next attack roll
it makes before the end of its next turn."} {:name "Suggestion
(3/Day)", :description "The Inspired can cast the Suggestion spell (spell save DC
13) requiring no material components."}]}, :tsucora-quori {:senses "darkvision 60
ft., passive Perception 13", :armor-notes "natural armor", :key :tsucora-
quori, :int 14, :speed "40 ft.", :name "Tsucora Quori", :alignment "lawful
evil", :cha 16, :hit-points {:die-count 8, :die 8, :modifier
32}, :type :aberration, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 16, :skills {:insight 5, :perception 5}, :str 17, :saving-throws
{:wis 5, :cha 6}, :challenge 7, :con 18, :dex 14, :wis 14, :props {:damage-
resistance {:psychic true}, :condition-immunity {:charmed true, :exhausted
false, :frightened true}, :language {:common true, :quori true}}, :traits [{:name
"Innate Spellcasting (Psionics)", :description "The quori's spellcasting ability is
Charisma (spell save DC 14). It can innately cast the following spells, requiring
no components:\n\nAt will: charm person\n1/day: fear"} {:type :action, :name
"Multiattack", :description "The quori makes three attacks: one pincer attack, one
attack with its claws, and one stinger attack."} {:type :action, :name
"Pincer", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\
nHit: 8 (1d10 + 3) bludgeoning damage. The target is grappled (escape DC 14) if it
is a large or smaller creature. The quori has two pincers, each of which can
grapple one target."} {:type :action, :name "Claws", :description "Melee Weapon
Attack: +6 to hit, reach 5 ft., one target.\nHit: 13 (4d4 + 3) slashing damage."}
{:type :action, :name "Stinger", :description "Melee Weapon Attack: +6 to hit,
reach 10 ft., one creature.\nHit: 8 (1d10 + 3) piercing damage plus 10 (3d10)
psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be
frighted of the quori for 1 minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success."}
{:type :action, :name "Possession (Recharge 6)", :description "One humanoid the
quori can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or
be possessed by the quori; the quori then disappears, and the target is
incapacitated and loses control of its body. The quori now controls the body but
doesn't deprive the target of awareness. The quori can't be targeted by any attack,
spell, or other effect. And it retains its alignment, Intelligence, Wisdom,
Charisma, and immunity to being charmed and frighted. It otherwise uses the
target's statistics, but doesn't gain access to the target's knowledge, class
features, or proficiencies.\n\nThe possession lasts until the body drops to 0 hit
points, the quori ends it as a bonus action, or the quori is forced out by an
effect like the Dispel Evil and Good spell. When the possession ends, the quori
reappears in an unoccupied space within 5 feet of the body. The target is immune to
this quori's Possession for 24 hours after succeeding on the saving throw or after
the possession ends."}]}, :mordakhesh {:senses "darkvision 60 ft., passive
Perception 18", :description "Mordakhesh is vulnerable to piercing from magical
weapons wielded by good creatures.\nMordakhesh has resistance to bludgeoning,
piercing, and slashing damage from nonmagical attacks not made with silvered
weapons.", :legendary-actions {:description "Mordakhesh can take 3 legendary
actions, choosing from the options below. Only one legendary action option can be
used at a time and only at the end of another creature's turn. Mordakhesh regains
spent legendary actions at the start of his turn."}, :armor-notes
"plate", :key :mordakhesh, :int 15, :speed "40 ft.", :name "Mordakhesh", :alignment
"lawful evil", :cha 20, :hit-points {:die-count 20, :die 8, :modifier
80}, :type :fiend, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 18, :skills {:athletics 10, :insight 8, :persuasion 10}, :str
20, :saving-throws {:str 10, :con 9, :wis 8, :cha 10}, :challenge 15, :con 18, :dex
16, :wis 17, :props {:damage-vulnerability {:piercing true}, :damage-resistance
{:bludgeoning true, :piercing true, :slashing true}, :language {:common
true, :infernal true}}, :traits [{:name "Innate Spellcasting", :description
"Mordakhesh's spellcasting ability is Charisma (spell save DC 18, +10 to hit with
spell attacks). Mordakhesh can innately cast the following spells, requiring
no material components:\n\nAt will: chromatic orb, detect thoughts, disguise
self.\n1/day each: banishing smite, destructive wave, fly, mass suggestion,
staggering smite, suggestion, true seeing."} {:name "Limited Magic
Immunity", :description "Mordakhesh can't be affected or detected by spells of a
6th level or lower unless he wishes to be. Mordakhesh has advantage on saving
throws against all other spells and magical effects."} {:type :action, :name
"Multiattack", :description "Mordakhesh makes three greatsword attacks."}
{:type :action, :name "Greatsword", :description "Melee Weapon Attack: +10 to hit,
reach 5 ft., one target.\nHit: 12 (2d6 + 5) slashing damage plus 5 (1d10) force
damage."} {:type :action, :name "Chromatic Orb", :description "Ranged Spell Attack:
+10 to hit, range 120 ft., one creature.\nHit: 13 (3d8) damage of a type chosen by
Mordakhesh: acid, cold, fire, lightning, poison, or thunder."} {:type :legendary-
action, :name "Attack", :description "Mordakhesh makes one weapon attack or casts
chromatic orb."} {:type :legendary-action, :name "Chromatic
Resistance", :description "Mordakhesh gains resistance to one damage type of his
choice -- acid, cold, fire, lightning, poison, or thunder -- until the start of his
next turn."} {:type :legendary-action, :name "Warlord's Command (Costs 2 Actions)",
:description "Mordakhesh targets up to two allies that he can see within 30 feet of
him. If a target can see and hear him, the target can make one weapon attack as a
reaction and gains advantage on the attack roll."}]}, :bone-knight {:senses
"passive perception 12", :armor-notes "bonecraft armor", :key :bone-knight, :int
12, :speed "30 ft.", :name "Bone Knight", :alignment "any non-good alignment", :cha
16, :hit-points {:die-count 13, :die 8, :modifier
26}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 20, :skills {:athletics 7, :deception 6, :intimidation 6}, :str
18, :saving-throws {:wis 5, :cha 6}, :challenge 5, :con 14, :dex 13, :wis
14, :props {:damage-resistance {:necrotic true, :poison true}, :language {:common
true}}, :traits [{:name "Commander of Bones", :description "As a bonus action, the
knight can target one skeleton or zombie it can see within 30 feet of it. The
target must make a DC 14 Wisdom saving throw. On a failed save, the target must
obey the knight's commands until the knight dies or until the knight releases it as
a bonus action. The knight can command up to twelve undead at a time this way."}
{:name "Master of the Pallid Banner", :description "While within 60 feet of the
knight, any undead ally of the knight has advantage on saving throws against any
effect that turns undead."} {:name "Spellcasting", :description "The knight is an
8th-level spell caster. Its spell casting ability is Charisma (spell save DC 14, +6
to hit with spell attacks). It has the following paladin spells prepared:\n\n1st
level (4 slots): command, compelling duel, hellish rebuke, wrathful smite\n2nd leve
(3 slots): branding smite, crown of madness, darkness, find steed, magic weapon"}
{:type :action, :name "Multiattack", :description "The knight attacks twice with
one of its weapons."} {:type :action, :name "Greatsword", :description "Melee
Weapon Attack: +7 to hit, reach 5 ft., one target.\nHit: 11 (2d6 + 4) slashing
damage."} {:type :action, :name "Longbow", :description "Ranged Weapon Attack: +4
to hit, range 150/600 ft., one target.\nHit: 5 (1d8 + 1) piercing
damage."}]}, :valenar-steed {:senses "passive Perception 14", :key :valenar-
steed, :int 10, :speed "60 ft.", :name "Valenar Steed", :alignment "neutral", :cha
11, :hit-points {:die-count 3, :die 10, :modifier
6}, :type :fey, :size :large, :option-pack "Eberron - Rising from the Last
War", :armor-class 13, :skills {:perception 4}, :str 14, :challenge 0.5, :con
14, :dex 16, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The steed can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the steed bonds with a
different creature or until the bonded creature dies. While bonded, the steed and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:type :action, :name "Hooves", :description "Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.\nHit: 10 (2d6 + 3) bludgeoning
damage."}]}, :tarkanan-assassin-enchantment- {:senses "darkvision 60 ft., passive
Perception 14", :description "The assassin knows thieves' cant as a
language.", :armor-notes "studded leather", :key :tarkanan-assassin-
enchantment-, :int 10, :speed "30 ft.", :name "Tarkanan Assassin
(Enchantment)", :alignment "any non-good alignment", :cha 11, :hit-points {:die-
count 7, :die 8, :modifier 14}, :type :humanoid, :size :medium, :option-pack
"Eberron - Rising from the Last War", :armor-class 15, :skills {:athletics
3, :deception 2, :perception 4, :sleight-of-hand 5, :stealth 5}, :str
12, :challenge 2, :con 14, :dex 16, :wis 14, :props {:language {:common
true}}, :traits [{:name "Innate Spellcasting", :description "The assassin's spell
casting ability is Constitution (+4 to hit with spell attacks). It can innately
cast the spells detailed in \"Actions,\" requiring no material components."} {:name
"Unstable Mark", :description "When the assassin casts an innate spell, each
creature within 10 feet of the assassin must make a DC 12 Constitution saving
throw, taking 4 (1d8) force damage on a failed save, or half as much damage on a
successful one."} {:type :action, :name "Multiattack.", :description "The assassin
makes two shortsword attacks."} {:type :action, :name "Shortsword", :description
"Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3)
piercing damage plus 7 (2d6) poison damage."} {:type :action, :name "Friends
(Cantrip/At Will)", :description "For the one minute or until they lose their
concentration, the assassin has advantage has advantage on all Charisma checks
towards one creature of its choice. When the spell ends, the creature realizes it
has been charmed."} {:type :action, :name "Charm Person (1/Day)", :description "Two
targets within 30 feet of the assassin must make a DC 12 Wisdom saving throw. They
make this throw with advantage if the assassin or any of its companions are
fighting it. On a failed save, the targets are charmed for one hour, the assassin
loses concentration, or until the assassin's companions do anything harmful to it.
When the spell ends, the targets know they were charmed by the
assassin."}]}, :valenar-hound-burst-of-speed- {:senses "passive Perception
14", :armor-notes "natural armor", :key :valenar-hound-burst-of-speed-, :int
10, :speed "40 ft.", :name "Valenar Hound (Burst of Speed)", :alignment
"neutral", :cha 11, :hit-points {:die-count 3, :die 8, :modifier
6}, :type :fey, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 14, :skills {:perception 4}, :str 17, :challenge 0.5, :con
14, :dex 15, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hound can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hound bonds with a
different creature or until the bonded creature dies. While bonded, the hound and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Hearing and Smell", :description "The hound has
advantage on Wisdom (Perception) checks that rely on hearing or smell."}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5
ft., one target.\nHit: 6 (1d6 + 3) piercing damage. If the target is a creature, it
must succeed on a DC 13 Strength saving throw or be knocked prone."} {:name "Burst
of Speed (Recharge 6)", :description "The animal can take the Dash action as a
bonus action."}]}, :undying-soldier {:senses "darkvision 60 ft., passive perception
13", :description "The soldier is resistant to bludgeoning, piercing, and slashing
damage from nonmagical attacks not made with silvered weapons.", :armor-notes
"breastplate, shield", :key :undying-soldier, :int 11, :speed "30 ft.", :name
"Undying Soldier", :alignment "neutral good", :cha 14, :hit-points {:die-count
4, :die 8, :modifier 8}, :type :undead, :size :medium, :option-pack "Eberron -
Rising from the Last War", :armor-class 17, :skills {:athletics 5, :history
4, :perception 3, :religion 4}, :str 16, :challenge 2, :con 14, :dex 12, :wis
13, :props {:damage-vulnerability {:necrotic true}, :damage-resistance {:piercing
true, :bludgeoning true, :radiant true, :slashing true}, :condition-immunity
{:poisoned true}, :language {:common true, :elvish true}}, :traits [{:name
"Illumination", :description "The soldier magically sheds bright light in a 10-foot
radius and dim light for an additional 10 feet. The soldier can extinguish or
restore this light as a bonus action."} {:name "Turn Resistance", :description "The
soldier has advantage on saving throws against any effect that turns undead."}
{:type :action, :name "Multiattack", :description "The soldier makes two spear
attacks."} {:type :action, :name "Spear", :description "Melee or Ranged Weapon
Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.\nHit: 6 (1d6 + 3)
piercing damage or 7 (1d8 + 3) piercing damage if used with two hands to make a
melee attack, plus 9 (2d8) radiant damage if the target is a fiend or
undead."}]}, :tarkanan-assassin-sleep- {:senses "darkvision 60 ft., passive
Perception 14", :description "The assassin knows thieves' cant as a
language.", :armor-notes "studded leather", :key :tarkanan-assassin-sleep-, :int
10, :speed "30 ft.", :name "Tarkanan
Assassin (Sleep)", :alignment "any non-good alignment", :cha 11, :hit-points
{:die-count 7, :die 8, :modifier 14}, :type :humanoid, :size :medium, :option-pack
"Eberron - Rising from the Last War", :armor-class 15, :skills {:athletics
3, :deception 2, :perception 4, :sleight-of-hand 5, :stealth 5}, :str
12, :challenge 2, :con 14, :dex 16, :wis 14, :props {:language {:common
true}}, :traits [{:name "Innate Spellcasting", :description "The assassin's spell
casting ability is Constitution (+4 to hit with spell attacks). It can innately
cast the spells detailed in \"Actions,\" requiring no material components."} {:name
"Unstable Mark", :description "When the assassin casts an innate spell, each
creature within 10 feet of the assassin must make a DC 12 Constitution saving
throw, taking 4 (1d8) force damage on a failed save, or half as much damage on a
successful one."} {:type :action, :name "Multiattack.", :description "The assassin
makes two shortsword attacks."} {:type :action, :name "Shortsword", :description
"Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3)
piercing damage plus 7 (2d6) poison damage."} {:type :action, :name "Dancing Lights
(Cantrip/At Will)", :description "The assassin creates up to four torch-sized
lights within 120 feet. They appear as torches, lanterns, or glowing orbs that
float in the air for up to one minute. Each light sheds dim light in a 10-foot
radius.\nAs a bonus action, the assassin can move the lights up to 60 feet to
another spot within range, and within 20 feet of another light."}
{:type :action, :name "Sleep (1/Day)", :description "The assassin chooses a point
within 90 feet of it. Creatures within 20 feet of the point selected are effected
in ascending order of current hit points, up to 31 (7d8) total hit points. A
creature's current hit points must be equal to or less than the remaining total to
be effected. Creatures effected by this spell are unconscious until they take
damage, or until another creature takes an action to shake or slap it awake.\
nUndead and creatures immune to being charmed cannot be effected by this
spell."}]}, :valenar-hound-bestow-luck- {:senses "passive Perception 14", :armor-
notes "natural armor", :key :valenar-hound-bestow-luck-, :int 10, :speed "40
ft.", :name "Valenar Hound (Bestow Luck)", :alignment "neutral", :cha 11, :hit-
points {:die-count 3, :die 8, :modifier 6}, :type :fey, :size :medium, :option-pack
"Eberron - Rising from the Last War", :armor-class 14, :skills {:perception
4}, :str 17, :challenge 0.5, :con 14, :dex 15, :wis 15, :props {:language {:common
true, :elvish true, :sylvan true}}, :traits [{:name "Bonding", :description "The
hound can magically bond with one creature it can see, immediately after spending
at least 1 hour observing that creature while within 30 feet of it. The bond lasts
until the hound bonds with a different creature or until the bonded creature dies.
While bonded, the hound and the bonded creature can communicate telepathically with
each other at a distance of up to 100 feet."} {:name "Keen Hearing and
Smell", :description "The hound has advantage on Wisdom (Perception) checks that
rely on hearing or smell."} {:type :action, :name "Bite", :description "Melee
Weapon Attack: +5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) piercing
damage. If the target is a creature, it must succeed on a DC 13 Strength saving
throw or be knocked prone."} {:name "Bestow Luck (1/Day)", :description "As a bonus
action, the animal chooses one creature it can see within 30 feet of it. The next
ability check, attack roll, or saving throw the target makes in the next hour has
advantage."}]}, :rak-tulkhesh {:senses "truesight 120 ft., passive Perception
24", :description "Rak Tulkhesh can speak all languages and communicate through
telepathy to a distance of 120 ft.", :legendary-actions {:description "Rak Tulkhesh
can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn.
Rak Tulkhesh regains spent legendary actions at the start of his turn."}, :armor-
notes "natural armor; 25 versus ranged attacks", :key :rak-tulkhesh, :int
21, :speed "40 ft., climb 40 ft., fly 80 ft.", :name "Rak Tulkhesh", :alignment
"neutral evil", :cha 26, :hit-points {:die-count 33, :die 12, :modifier 264}, :type
:fiend, :size :large, :option-pack "Eberron - Rising from the Last War", :armor-
class 23, :skills {:athletics 17, :intimidation 16, :perception 14}, :str
29, :saving-throws {:str 17, :con 16, :wis 14, :cha 16}, :challenge 28, :con
27, :dex 19, :wis 22, :props {:damage-resistance {:cold true, :fire
true, :lightning true}, :damage-immunity {:poison true, :bludgeoning
true, :piercing true, :slashing true}, :condition-immunity {:charmed
true, :exhausted true, :frightened true, :paralyzed true, :poisoned true, :stunned
true}}, :traits [{:name "Deadly Critical", :description "Rak Tulkhesh scores a
critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead
of twice."} {:name "Innate Spellcasting", :description "Rak Tulkhesh's spellcasting
ability is Charisma (spell save DC 24). He can innately cast the following spells,
requiring no material components:\n\nAt will: detect thoughts, dispel magic, spirit
guardians.\n1/day each: banishing smite, blinding smite, staggering smite."} {:name
"Legendary Resistance (3/Day)", :description "If Rak Tulkhesh fails a saving throw,
he can choose to succeed instead."} {:name "Magic Resitance", :description "Rak
Tulkhesh has advantage on saving throws against spells and other magical effects."}
{:name "Whirlwind of Weapons", :description "A magical aura of weapons surrounds
Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other
creature in the aura takes 14 (4d6) force damage."} {:type :action, :name
"Multiattack", :description "Rak Tulkhesh makes four weapon attacks."}
{:type :action, :name "Spawned Melee Weapon", :description "Melee Weapon Attack:
+17 to hit, reach 10 ft., one target.\nHit: 28 (3d12 + 9) force damage."}
{:type :action, :name "Spawned Ranged Weapon", :description "Ranged Weapon Attack:
+12 to hit, range 150/600 ft., one target.\nHit: 17 (3d8 + 4) force damage."}
{:type :action, :name "Change Shape", :description "Rak Tulkhesh magically
polymorphs into a humanoid, beast, or giant that has a challenge rating no higher
than his own, or back into his true form. He reverts to his true form if he dies.
Any equipment he is wearing or carrying is absorbed or borne by the new form (Rak
Tulkhesh's choice).\n\nIn a new form, Rak Tulkhesh retains his alignment, hit
points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and
Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics
and capabilities are otherwise replaced by those of the new form, except any class
features or legendary actions of that form."} {:type :legendary-action, :name
"Attack", :description "Rak Tulkhesh makes one weapon attack."} {:type :legendary-
action, :name "End Magic (Costs 2 Actions)", :description "Rak Tulkhesh casts
Dispel Magic."} {:type :legendary-action, :name "Provoke Rage (Costs 3
Actions)", :description "Each creature within 60 feet of Rak Tulkhesh must succeed
on a DC 24 Wisdom saving throw or use its reaction to make a melee weapon attack
against a random creature within reach. If no creatures are within reach, it makes
a ranged weapon attack against a random creature within range, throwing its weapon
if necessary. This attack is made with advantage and gains a +4 bonus to the damage
roll."}]}, :valenar-steed-fey-step- {:senses "passive Perception
14", :key :valenar-steed-fey-step-, :int 10, :speed "60 ft.", :name "Valenar Steed
(Fey Step)", :alignment "neutral", :cha 11, :hit-points {:die-count 3, :die
10, :modifier 6}, :type :fey, :size :large, :option-pack "Eberron - Rising from the
Last War", :armor-class 13, :skills {:perception 4}, :str 14, :challenge 0.5, :con
14, :dex 16, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The steed can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the steed bonds with a
different creature or until the bonded creature dies. While bonded, the steed and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:type :action, :name "Hooves", :description "Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.\nHit: 10 (2d6 + 3) bludgeoning
damage."} {:name "Fey Step (1/Day)", :description "The animal, along with anything
it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can
see."}]}, :karrnathi-undead-soldier {:senses "darkvision 60 ft., passive Perception
13", :armor-notes "half plate", :key :karrnathi-undead-soldier, :int 12, :speed "30
ft.", :name "Karrnathi Undead Soldier", :alignment "lawful evil", :cha 5, :hit-
points {:die-count 7, :die 8, :modifier 21}, :type :undead, :size :medium, :option-
pack "Eberron - Rising from the Last War", :armor-class 17, :skills {:athletics
5, :perception 3}, :str 16, :challenge 3, :con 16, :dex 14, :wis 13, :props
{:damage-resistance {:cold true, :poison true}, :condition-immunity {:charmed true,
:frightened true, :poisoned true}, :language {:common true}}, :traits [{:name "Pact
Tactics", :description "The soldier has advantage on an attack roll against a
creature if at least one of the soldiers' allies is within 5 feet of the creature
and the ally isn't incapacitated."} {:name "Undead Fortitude", :description "If
damage reduces the soldier to 0 hit points, it must make a Constitution saving
throw with a DC of 5 + the damage taken, unless the damage is radiant or from a
critical hit. On a success, the
soldier drops to 1 hit point instead."} {:type :action, :name
"Multiattack", :description "The soldier attacks three times with one of its
weapons."} {:type :action, :name "Longsword", :description "Melee Weapon Attack: +5
to hit, reach 5 ft., one target.\nHit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands."} {:type :action, :name
"Longbow", :description "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one
target.\nHit: 6 (1d8 + 2) piercing damage."} {:type :action, :name "Parry
(Reaction)", :description "The soldier adds 3 to its AC against one melee attack
that would hit it. To do so, the soldier must see the attacker and be wielding a
melee weapon."}]}, :tarkanan-assassin-poison- {:senses "darkvision 60 ft., passive
Perception 14", :description "The assassin knows thieves' cant as a
language.", :armor-notes "studded leather", :key :tarkanan-assassin-poison-, :int
10, :speed "30 ft.", :name "Tarkanan Assassin (Poison)", :alignment "any non-good
alignment", :cha 11, :hit-points {:die-count 7, :die 8, :modifier
14}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 15, :skills {:athletics 3, :deception 2, :perception
4, :sleight-of-hand 5, :stealth 5}, :str 12, :challenge 2, :con 14, :dex 16, :wis
14, :props {:language {:common true}}, :traits [{:name "Innate
Spellcasting", :description "The assassin's spell casting ability is Constitution
(+4 to hit with spell attacks). It can innately cast the spells detailed
in \"Actions,\" requiring no material components."} {:name "Unstable
Mark", :description "When the assassin casts an innate spell, each creature within
10 feet of the assassin must make a DC 12 Constitution saving throw, taking 4 (1d8)
force damage on a failed save, or half as much damage on a successful one."} {:type
:action, :name "Multiattack.", :description "The assassin makes two shortsword
attacks."} {:type :action, :name "Shortsword", :description "Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) piercing damage plus 7 (2d6)
poison damage."} {:type :action, :name "Poison Spray (Cantrip/At
Will)", :description "A creature the assassin can see within 10 feet must make a DC
12 Constitution saving throw. On a failed save, the target takes 13 (2d12) poison
damage."} {:type :action, :name "Ray of Sickness (1/Day)", :description "Ranged
Spell Attack: +4 to hit, range 60 ft., one creature.\nHit: 13 (3d8) poison damage.
On a hit, the target must make a DC 12 Con saving throw. On a failed save, the
target is poisoned until the end of the assassin's next turn."}]}, :valenar-hound-
lie-detector- {:senses "passive Perception 14", :armor-notes "natural
armor", :key :valenar-hound-lie-detector-, :int 10, :speed "40 ft.", :name "Valenar
Hound (Lie Detector)", :alignment "neutral", :cha 11, :hit-points {:die-count
3, :die 8, :modifier 6}, :type :fey, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 14, :skills {:perception 4}, :str 17, :challenge
0.5, :con 14, :dex 15, :wis 15, :props {:language {:common true, :elvish
true, :sylvan true}}, :traits [{:name "Bonding", :description "The hound can
magically bond with one creature it can see, immediately after spending at least 1
hour observing that creature while within 30 feet of it. The bond lasts until the
hound bonds with a different creature or until the bonded creature dies. While
bonded, the hound and the bonded creature can communicate telepathically with each
other at a distance of up to 100 feet."} {:name "Keen Hearing and
Smell", :description "The hound has advantage on Wisdom (Perception) checks that
rely on hearing or smell."} {:type :action, :name "Bite", :description "Melee
Weapon Attack: +5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) piercing
damage. If the target is a creature, it must succeed on a DC 13 Strength saving
throw or be knocked prone."} {:name "Lie Detector", :description "The animal knows
when a creature within 15 feet of it tells a lie."}]}, :warforged-colossus {:senses
"truesight 150 ft., passive perception 10", :description "The colossus has
resistance to bludgeoning, slashing, and piercing damage from nonmagical attacks.",
:armor-notes "natural armor", :key :warforged-colossus, :int 3, :speed "60
ft.", :name "Warforged Colossus", :alignment "unaligned", :cha 8, :hit-points
{:die-count 20, :die 20, :modifier
200}, :type :construct, :size :gargantuan, :option-pack "Eberron - Rising from the
Last War", :armor-class 23, :str 30, :saving-throws {:int 4, :wis 8, :cha
7}, :challenge 25, :con 10, :dex 11, :wis 11, :props {:damage-immunity {:necrotic
true, :poison true, :bludgeoning true, :psychic false, :slashing true, :piercing
true}, :condition-immunity {:charmed true, :exhausted true, :frightened
true, :incapacitated true, :paralyzed true, :petrified true, :poisoned
true, :stunned true}, :language {:common true}}, :traits [{:name "Immutable
Form", :description "The colossus is immune to any spell or effect that would alter
its form."} {:name "Legendary Resistance (3/Day)", :description "If the colossus
fails a saving throw, it can choose to succeed instead."} {:name "Magic
Resistance", :description "The colossus has advantage on saving throws against
spells and other magical effects."} {:name "Siege Monster", :description "The
colossus deals double damage to objects and structures."} {:type :Other, :name
"Towering Terror", :description "Any enemy outside the colossus that starts its
turn within 30 feet of it must succeed on a DC 26 Wisdom saving throw or be
frightened until the start of the enemy's next turn. If the enemy's saving throw is
successful, it is immune to this colossus's Towering Terror for the next 24
hours."} {:type :action, :name "Multiattack", :description "The colossus makes
three attacks — one with its slam and two with its eldritch turrets — and then uses
Stomp."} {:type :action, :name "Slam", :description "Melee Weapon Attack: +18 to
hit, reach 20 ft., one target.\nHit: 29 (3d12 + 10) bludgeoning damage, and the
colossus can push the target up to 20 feet away from it."} {:type :action, :name
"Eldritch Turret", :description "Ranged Spell Attack: +18 to hit, range 300 ft.,
one target.\nHit: 18 (4d8) force damage, and if the target is a creature, it is
knocked prone."} {:type :action, :name "Stomp", :description "The colossus stomps
one of its feet at a point on the ground within 20 feet of it. Any creature in a
20-foot-radius, 2-foot-high cylinder centered on this point must succeed on a DC 26
Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until
the colossus uses its Stomp again or moves, the creature is restrained. While
restrained in this way, the creature (or another creature within 5 feet of it) can
use its action to make a DC 26 Strength check. On a success, the creature relocates
to an unoccupied space of its choice within 5 feet of the colossus and is no longer
restrained.\n\nStructures, as well as nonmagical objects that are neither being
worn nor carried, take the same amount of damage if they are in the cylinder (no
save)."} {:type :action, :name "Incinerating Beam (Recharge 5-6)", :description
"The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each
creature in the line must make a DC 26 Dexterity saving throw, taking 60 (11d10)
radiant damage on a failed save, or half as much on a successful one. A creature
reduced to 0 hit points by this beam is disintegrated, leaving behind anything it
was wearing or carrying."}]}, :valenar-hawk-fey-ancestry- {:senses "passive
Perception 15", :key :valenar-hawk-fey-ancestry-, :int 9, :speed "10 ft., fly 60
ft.", :name "Valenar Hawk (Fey Ancestry)", :alignment "neutral", :cha 11, :hit-
points {:die-count 4, :die 4}, :type :fey, :size :tiny, :option-pack "Eberron -
Rising from the Last War", :armor-class 14, :skills {:perception 5}, :str
8, :challenge 0.125, :con 10, :dex 18, :wis 16, :props {:language {:common
true, :elvish true, :sylvan true}}, :traits [{:name "Bonding", :description "The
hawk can magically bond with one creature it can see, immediately after spending at
least 1 hour observing that creature while within 30 feet of it. The bond lasts
until the hawk bonds with a different creature or until the bonded creature dies.
While bonded, the hawk and the bonded creature can communicate telepathically with
each other at a distance of up to 100 feet."} {:name "Keen Sight", :description
"The hawk has advantage on Wisdom (Perception) checks that rely on sight."}
{:type :action, :name "Talons", :description "Melee Weapon Attack: +6 to hit, reach
5 ft., one target.\nHit: 6 (1d4 + 4) slashing damage."} {:name "Fey
Ancestry", :description "The animal has advantage on saving throws against being
charmed or frightened, and magic can't put it to sleep."}]}, :zakya-rakshasa
{:senses "darkvision 60 ft., passive Perception 14", :description "The rakshasa is
vulnerable to piercing from magical weapons wielded by good creatures.\nThe
rakshasa is resistant to bludgeoning, piercing, and slashing damage from nonmagical
attacks.", :armor-notes "scale mail, shield", :key :zakya-rakshasa, :int 12, :speed
"30 ft.", :name "Zakya Rakshasa", :alignment "lawful evil", :cha 11, :hit-points
{:die-count 7, :die 8, :modifier 28}, :type :fiend, :size :medium, :option-pack
"Eberron - Rising from the Last War", :armor-class 18, :skills {:athletics
7, :perception 4}, :str 18, :challenge 5, :con 18, :dex 14, :wis 13, :props
{:damage-vulnerability {:piercing true}, :damage-immunity {:bludgeoning
true, :piercing true, :slashing true}, :language {:common true, :infernal
true}}, :traits [{:name "Innate Spellcasting", :description "The rakshasa's innate
spellcasting ability is Charisma (spell save DC 11). The rakshasa can innately cast
the following spells, requiring no material components.\n\nAt will: detect
thoughts, disguise self\n1/day: shield"} {:name "Limited Magic
Immunity", :description "The rakshasa can't be affected or detected by spells of
1st level or lower unless it wishes to be. It has advantage on saving throws
against all other spells and magical effects."} {:name "Magic
Weapons", :description "The rakshasa's weapon attacks are magical."} {:name
"Martial Prowess (1/Turn)", :description "When the rakshasa hits a creature with a
melee weapon attack, the attack deals an extra 11 (2d10) damage of the weapon's
type, and the creature must make a DC 15 Strength saving throw. On a failure, the
rakshasa can push the creature up to 10 feet away from it, knock the creature
prone, or make the creature drop one item it is holding of the rakshasa's choice."}
{:type :action, :name "Multiattack", :description "The rakshasa makes three melee
weapon attacks. Alternatively, it can make two ranged attacks with its javelins."}
{:type :action, :name "Longsword", :description "Melee Weapon Attack: +7 to hit,
reach 5 ft., one target.\nHit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4)
slashing damage if used with two hands."} {:type :action, :name
"Javelin", :description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 30/120 ft., one target.\nHit: 7 (1d6 + 4) piercing damage."}]}, :belashyrra
{:senses "truesight 120 ft., passive perception 23", :description "Belashyrra can
use telepathy as a language to a range of 120 feet.", :legendary-actions
{:description "Belashyrra can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only at the end
of another creature's turn. Belashyrra regains spent legendary actions at the start
of its turn."}, :armor-notes "natural", :key :belashyrra, :int 25, :speed "40 ft.,
fly 40 ft. (hover)", :name "Belashyrra", :alignment "chaotic evil", :cha 23, :hit-
points {:die-count 32, :die 8, :modifier
160}, :type :aberration, :size :medium, :option-pack "Eberron - Rising from the
Last War", :armor-class 19, :skills {:arcana 14, :perception 13}, :str 24, :saving-
throws {:int 14, :wis 13, :cha 13}, :challenge 22, :con 20, :dex 21, :wis
22, :props {:damage-resistance {:psychic true, :poison true}, :condition-immunity
{:blinded true, :charmed true, :exhausted true, :frightened true, :poisoned
true, :prone true}, :language {:deep-speech true}}, :traits [{:name "Alien
Mind", :description "If a creature tries to read Belashyrra's thoughts or deals
psychic damage to it, that creature must succeed on a DC 22 Int saving throw or be
stunned for 1 minute. The stunned creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success."} {:name "Eye
Thief", :description "Belashyrra can see through the eyes of all creatures within
120 feet of it. It can use its Eye Ray through any creature within 120 feet of it,
as though it were in that creature's space."} {:name "Legendary Resistance
(3/Day)", :description "If Belashyrra fails a saving throw, it can choose to
succeed instead."} {:name "Magic Resistance", :description "Belashyrra has
advantage on saving throws against spells and other magical effects."} {:name
"Regeneration", :description "Belashyrra regains 20 hit points at the start of its
turn. If it takes radiant damage, this trait doesn't function at the start of its
next turn. Belashyrra dies only if it starts its turn with 0 hit points and doesn't
regenerate."} {:type :Other, :name "Teleport", :description "As a bonus action,
Belashyrra can teleport up to 20 feet to an unoccupied space it can see."}
{:type :action, :name "Multiattack", :description "Belashyrra makes two attacks
with its claws and uses its Eye Ray once."} {:type :action, :name
"Claw", :description "Melee Weapon Attack: +14 to hit, reac 5 ft., one target.\
nHit: 17 (3d6 + 7) slashing damage."} {:type :action, :name "Eye Ray", :description
"Belashyrra shoots one of the following magical eye rays of its choice, targeting
one creature it can see within 120 feet of it:\n\nPsyche-Reconstruction Ray. The
garget must make a DC 22 Wis saving throw, taking 49 (9d10) psychic damage on a
failed save, or half as much on a successful one. If this damage reduces a creature
to 0 HP, it dies and transforms into a spectator under Belashyrra's control and
acts immediately after Belashyrra in the initiative order. The target can't be
returned to its original form by any means short of a Wish spell.\n\nDomination
Ray. The target must succeed on a DC 22 Wis saving throw or be charmed by
Belashyrra for 1 minute or until the target takes damage. Belashyrra can issue
telepathic commands to the charmed creature (no action required) which it does its
best to obey.\n\nMind-Weakening Ray. The target must succeed on a DC 22 Int saving
throw or take 36 (8d8) psychic damage and be unable to cast spells or activate
magic items for 1 minute. The target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.\n\nBlinding Ray. The target
and each creature within 10 feet of it must succeed on a DC 22 Con saving throw or
take 19 (3d12) radiant damage and be blinded for 1 minute. Until this blindness
ends, Belashyrra can see through the blinded creature's eyes. The blinded creature
can repeat the saving throw on the end of each of its turns, ending the effect on
itself on a success."} {:type :legendary-action, :name "Claw", :description
"Belashyrra makes one claw attack."} {:type :legendary-action, :name "Implant Fear
(Costs 2 Actions)", :description "Belashyrra targets a creature it can see within
60 of it. The target must succeed on a DC 22 Wis saving throw or take 22 (4d10)
psychic damage and immediately use its reaction, if available, to move as far as
its speed allows away from Belashyrra."} {:type :legendary-action, :name "Rend
Reality (Costs 3 Actions)", :description "Belashyrra rips at the bonds of reality
in its immediate area. Each creature within 10 feet of Belashyrra must succeed on a
DC 22 Con saving throw or take 19 (3d12) force damage and gain one level of
exhaustion."}]}, :valenar-hawk-quickness- {:senses "passive Perception
15", :key :valenar-hawk-quickness-, :int 9, :speed "10 ft., fly 60 ft.", :name
"Valenar Hawk (Quickness)", :alignment "neutral", :cha 11, :hit-points {:die-count
4, :die 4}, :type :fey, :size :tiny, :option-pack "Eberron - Rising from the Last
War", :armor-class 14, :skills {:perception 5}, :str 8, :challenge 0.125, :con
10, :dex 18, :wis 16, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hawk can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hawk bonds with a
different creature or until the bonded creature dies. While bonded, the hawk and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Sight", :description "The hawk has advantage on
Wisdom (Perception) checks that rely on sight."} {:type :action, :name
"Talons", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\
nHit: 6 (1d4 + 4) slashing damage."} {:name "Quickness (Recharge 6)", :description
"The animal can take the Dodge action as a bonus action."}]}, :iron-defender
{:senses "darkvision 60 ft., passive perception 13", :armor-notes "natural
armor", :key :iron-defender, :int 8, :speed "40 ft.", :name "Iron
Defender", :alignment "neutral", :cha 7, :hit-points {:die-count 4, :die
8, :modifier 12}, :type :construct, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 17, :skills {:perception 3, :stealth 4}, :str
16, :challenge 1, :con 16, :dex 14, :wis 11, :props {:damage-immunity {:poison
true}, :condition-immunity {:exhausted true, :poisoned true}, :language {:common
true}}, :traits [{:name "Keen Senses", :description "The defender has advantage on
Wisdom (Perception) checks."} {:name "Telepathic Bond", :description "While the
defender is on the same plane of existence as its master, it can magically convey
whit it senses to its master, and the two can communicate telepathically."}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5
ft., one target.\nHit: 6 (1d6 + 3) piercing damage. If the target is a creature, it
must succeed on a DC 13 Strength saving throw or take an extra 3 (1d6) piercing
damage and be grappled (escape DC 13). The defender can have only one creature
grappled in this way at a time."}]}, :magewright-lamplighter- {:senses "passive
Perception 12", :description "The magewright is proficient in two languages of its
choice.", :key :magewright-lamplighter-, :int 14, :speed "30 ft.", :name
"Magewright (Lamplighter)", :alignment "any alignment", :cha 12, :hit-points {:die-
count 2, :die 8}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 11, :skills {:arcana 4}, :str 11, :con 10, :dex
13, :wis 14, :props {:language {:common true}}, :traits [{:name
"Spellcasting", :description "The magewright's spell casting ability is
Intelligence (spell save DC 12). To cast one of its rituals, the magewright must
provide additional material components whose value in gold pieces is 20 times the
spell's level. These components are consumed when the ritual is finished. The
magewright knows the following spells:\n\nAt will: mage hand, prestidigitation,
light\nRituals: knock, continual flame (1 hr.)"} {:type :action, :name
"Dagger", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target.\nHit: 3 (1d4 + 1) piercing damage."} {:name "Tool
Proficiencies", :description "The magewright is proficient with tinker's
tools."}]}, :magewright-oracle- {:senses "passive Perception 12", :description "The
magewright is proficient in two languages
of its choice.", :key :magewright-oracle-, :int 14, :speed "30 ft.", :name
"Magewright (Oracle)", :alignment "any alignment", :cha 12, :hit-points {:die-count
2, :die 8}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the
Last War", :armor-class 11, :skills {:arcana 4, :history 4, :religion 4}, :str
11, :con 10, :dex 13, :wis 14, :props {:language {:common true}}, :traits [{:name
"Spellcasting", :description "The magewright's spell casting ability is
Intelligence (spell save DC 12). To cast one of its rituals, the magewright must
provide additional material components whose value in gold pieces is 20 times the
spell's level. These components are consumed when the ritual is finished. The
magewright knows the following spells:\n\nAt will: mage hand, prestidigitation,
guidance\nRituals: knock, augury, divination (1 hr.)"} {:type :action, :name
"Dagger", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target.\nHit: 3 (1d4 + 1) piercing damage."}]}, :sul-khatesh
{:senses "truesight 120 ft., passive Perception 16", :description "Sul Khatesh's
INT saving throw is +18.\nSul Khatesh is immune to bludgeoning, piercing, and
slashing damage from nonmagical attacks.\nSul Khatesh can speak all languages and
communicate through telepathy to a range of 150 ft.", :legendary-actions
{:description "Sul Khatesh can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only at the end
of another creature's turn. Sul Khatesh regains spent legendary actions at the
start of her turn."}, :armor-notes "natural armor", :key :sul-khatesh, :int
30, :speed "40 ft., fly 40 ft. (hover)", :name "Sul Khatesh", :alignment "lawful
evil", :cha 25, :hit-points {:die-count 5, :die 100, :modifier
200}, :type :fiend, :size :large, :option-pack "Eberron - Rising from the Last
War", :armor-class 22, :skills {:arcana 18, :history 18, :insight 14, :religion
18}, :str 18, :saving-throws {:con 12, :int 17, :wis 14, :cha 15}, :challenge
28, :con 19, :dex 21, :wis 22, :props {:damage-resistance {:cold true, :fire
true, :lightning true}, :damage-immunity {:poison true, :bludgeoning
true, :piercing true, :slashing true}, :condition-immunity {:charmed
true, :exhausted true, :frightened true, :paralyzed true, :poisoned
true, :petrified true}}, :traits [{:name "Innate Spellcasting", :description "Sul
Khatesh's spellcasting ability is Intelligence (spell save DC 26, +18 to hit with
spell attacks). She can innately cast the following spells, requiring no material
components:\n\nAt will: counterspell, detect magic, detect thoughts, dispel magic,
eyebite, fireball, lighting bolt, shield.\n3/day each: chain lighting, create
undead, dream, hold monster, mass suggestion, scrying.\n1/day each: foresight,
gate, power word kill, teleport."} {:name "Legendary Resistance
(3/Day)", :description "If Sul Khatesh fails a saving throw, she can choose to
succeed instead."} {:name "Magic Resistance", :description "Sul Khatesh has
advantage on saving throws against spells and other magical effects."} {:name
"Master of Magic", :description "Sul Khatesh has advantage on Constitution saving
throws to maintain concentration."} {:type :action, :name
"Multiattack", :description "Sul Khatesh makes four attacks with Arcane Blast."}
{:type :action, :name "Arcane Blast", :description "Ranged Spell Attac: +18 to hit,
range 120 ft., one target.\nHit: 15 (1d10 + 10) force damage."}
{:type :action, :name "Magic Staff", :description "Melee Weapon Attack: +12 to hit,
reach 5 ft., one target.\nHit: 36 (5d12 + 4) force damage."} {:type :action, :name
"Arcane Cataclysm (Recharged after a Long Rest)", :description "Sul Khatesh
conjures orbs of magical energy that plummet to the ground at three different
points she can see within 1 mile of her. Each creature in a 40-foot-radius sphere
centered on each point must make a DC 26 Dexterity saving throw, taking 71 (11d12)
force damage on a failed save or half as much damage on a successful one. A
creature in the area of more than one arcane burst is affected only once. The area
of each arcane burst then acts as an antimagic field for 1 hour. Sul Khatesh and
spells she casts are unaffected by these fields."} {:type :action, :name "Change
Shape", :description "Sul Khatesh magically polymorphs into a humanoid, beast, or
giant that has a challenge rating no higher than her own, or back into her true
form. She reverts to her true form if she dies. Any equipment she is wearing or
carrying is absorbed or borne by the new form (Sul Khatesh's choice).\n\nIn a new
form, Sul Khatesh retains her alignment, hit points, Hit Dice, ability to speak,
proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores,
as well as this action. Her statistics and capabilities are otherwise replaced by
those of the new form, except any class features or legendary actions of that
form."} {:type :legendary-action, :name "Attack", :description "Sul Khatesh makes
two attacks with her Arcane Blast or one attack with her magic staff."}
{:type :legendary-action, :name "Consume Magic (Costs 2 Actions)", :description
"Sul Khatesh targets a creature within 120 feet of her who is concentrating on a
spell. The target must succeed on a DC 26 Constitution saving throw or its
concentration is broken on the spell, and Sul Khatesh gains 5 temporary hit points
per level of that spell."} {:type :legendary-action, :name "Maddening Secrets
(Costs 3 Actions)", :description "Sul Khatesh whispers an arcane secret into the
mind of a creature she can see within 60 feet of her. The target must succeed on a
DC 26 Wisdom saving throw or expend one of its spell slots of 3rd level or lower
and deal 26 (4d12) force damage to each creature within 30 feet of it. A creature
that fails the saving throw but can't expend a spell slot is instead stunned until
the end of its next turn."}]}, :radiant-idol {:senses "darkvision 120 ft., passive
Perception 19", :description "The radiant idol speaks all languages, and can
communicate through telepathy to a range of 120 ft.", :armor-notes "natural armor",
:key :radiant-idol, :int 17, :speed "40 ft.", :name "Radiant Idol", :alignment
"lawful evil", :cha 21, :hit-points {:die-count 15, :die 10, :modifier
60}, :type :celestial, :size :large, :option-pack "Eberron - Rising from the Last
War", :armor-class 18, :skills {:deception 9, :insight 9, :perception
9, :persuasion 9}, :str 23, :saving-throws {:wis 9, :cha 9}, :challenge 11, :con
19, :dex 18, :wis 20, :props {:damage-resistance {:radiant true, :bludgeoning true,
:piercing true, :slashing true}, :condition-immunity {:charmed true, :exhausted
true, :frightened true}, :language {:aarakocra false, :gith false, :modron
false, :undercommon false, :orc false, :gnoll false}}, :traits [{:name "Aura of
False Divinity", :description "A creature that starts its turn within 30 feet of
the radiant idol must make a DC 17 Wisdom saving throw, provided the radiant idol
isn't incapacitated. On a failed save, the creature is charmed by the radiant idol.
A creature charmed in this way can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success. Once it succeeds on the saving
throw, a creature is immune to this radiant idols' Aura of False Divinity for 24
hours."} {:name "Innate Spellcasting", :description "The radiant idol's
spellcasting ability is Charisma (spell save DC 17). The radiant idol can innately
cast the following spells, requiring no material components.\n\nAt will: charm
person, cure wounds, disguise self, thaumaturgy\n1/day each: commune, dominate
person, insect plague, mass suggestion, raise dead"} {:name "Magical
Resistance", :description "The radiant idol has advantage on saving throws against
spells and other magical effects."} {:type :action, :name
"Multiattack", :description "The radiant idol makes two melee attacks."}
{:type :action, :name "Flail", :description "Melee Weapon Attack: +10 to hit, reach
5 ft., one target.\nHit: 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) radiant
damage."} {:type :action, :name "Radiant Strike (1/Day)", :description "The radiant
idol chooses a point on the ground it can see within 60 feet of it. A 30-foot-
radius, 40-foot-high cylinder of bright light appears there until the start of the
radiant idol's next turn. Each creature in the cylinder when it appears or that
ends its turn there must make a DC 11 Constitution saving throw, taking 36 (8d8)
radiant damage on a failed save, or half as much on a successful one."}]}, :steel-
defender {:senses "darkvision 60 ft., passive Perception 14", :description "Hits
points: equal the steel defender's Constitution modifier + its creators
Intelligence modifier + five times its creators Artificer level\n\nLanguages:
understands the languages its creator speaks", :armor-notes "natural
armor", :key :steel-defender, :int 4, :speed "40 ft.", :name "Steel
Defender", :alignment "neutral", :cha 6, :hit-points {:modifier 1, :die-count
1, :die 4}, :type :construct, :size :medium, :option-pack "Eberron - Rising from
the Last War", :armor-class 15, :skills {:perception 4, :athletics 4}, :str
14, :saving-throws {:dex 3, :con 4}, :con 14, :dex 12, :wis 10, :props {:damage-
immunity {:poison true}, :condition-immunity {:charmed true, :exhausted
true, :poisoned true}}, :traits [{:description "The following numbers increase by 1
when its creators proficiency bonus increases by 1 : the defender's skill and
saving throw bonuses (above), the bonuses to hit and damage of its rend attack, and
the number of hit points restored by its Repair action (below).", :name "Might of
the Master"} {:description "The defender can't be surprised.", :name "Vigilant"}
{:type :action, :name "Force-Empowered Rend (Requires its creators Bonus
Action)", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one
target you can see.\nHit: 1d8 + 2 force damage."} {:type :action, :description
"The magical mechanisms inside the defender restore 2d8 + 2 hit points to itself or
to one construct or object within 5 feet of it.", :name "Repair (3/Day, requires
Your Bonus Action)"} {:type :Other, :description "The defender imposes disadvantage
on the attack roll of one creature it can see that is within 5 feet of it, provided
the attack roll is against a creature other than the defender.", :name "Deflect
Attack (Reaction)"}]}, :dolgrim {:senses "darkvision 60 ft., passive Perception
10", :armor-notes "natural armor, shield", :key :dolgrim, :int 8, :speed "30
ft.", :name "Dolgrim", :alignment "chaotic evil", :cha 8, :hit-points {:die-count
3, :die 6, :modifier 3}, :type :aberration, :size :small, :option-pack "Eberron -
Rising from the Last War", :armor-class 15, :str 15, :challenge 0.5, :con 12, :dex
14, :wis 10, :props {:language {:deep-speech true, :goblin true}}, :traits [{:name
"Dual Consciousness", :description "The dolgrim has advantage on saving throws
against being blinded, charmed, deafened, frightened, stunned, and knocked
unconscious. "} {:type :action, :name "Multiattack", :description "The dolgrim
makes three attacks."} {:type :action, :name "Morningstar", :description "Melee
Weapon Attack: +4 to hit, reach 5 ft., one target.\nHit: 6 (1d8 + 2) piercing
damage."} {:type :action, :name "Spear", :description "Melee or Ranged Weapon
Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.\nHit: 5 (1d6 + 2)
piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a
melee attack."} {:type :action, :name "Hand Crossbow", :description "Ranged Weapon
Attack: +4 to hit, range 30/120 ft., one target.\nHit: (1d6 + 2) piercing
damage."}]}, :valenar-hawk-bestow-luck- {:senses "passive Perception
15", :key :valenar-hawk-bestow-luck-, :int 9, :speed "10 ft., fly 60 ft.", :name
"Valenar Hawk (Bestow Luck)", :alignment "neutral", :cha 11, :hit-points {:die-
count 4, :die 4}, :type :fey, :size :tiny, :option-pack "Eberron - Rising from the
Last War", :armor-class 14, :skills {:perception 5}, :str 8, :challenge 0.125, :con
10, :dex 18, :wis 16, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hawk can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hawk bonds with a
different creature or until the bonded creature dies. While bonded, the hawk and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Sight", :description "The hawk has advantage on
Wisdom (Perception) checks that rely on sight."} {:type :action, :name
"Talons", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\
nHit: 6 (1d4 + 4) slashing damage."} {:name "Bestow Luck (1/Day)", :description "As
a bonus action, the animal chooses one creature it can see within 30 feet of it.
The next ability check, attack roll, or saving throw the target makes in the next
hour has advantage."}]}, :tarkanan-assassin {:senses "darkvision 60 ft., passive
Perception 14", :description "The assassin knows thieves' cant as a
language.", :armor-notes "studded leather", :key :tarkanan-assassin, :int
10, :speed "30 ft.", :name "Tarkanan Assassin", :alignment "any non-good
alignment", :cha 11, :hit-points {:die-count 7, :die 8, :modifier
14}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 15, :skills {:athletics 3, :deception 2, :perception
4, :sleight-of-hand 5, :stealth 5}, :str 12, :challenge 2, :con 14, :dex 16, :wis
14, :props {:language {:common true}}, :traits [{:name "Innate
Spellcasting", :description "The assassin's spell casting ability is Constitution
(+4 to hit with spell attacks). It can innately cast the spells detailed
in \"Actions,\" requiring no material components."} {:name "Unstable
Mark", :description "When the assassin casts an innate spell, each creature within
10 feet of the assassin must make a DC 12 Constitution saving throw, taking 4 (1d8)
force damage on a failed save, or half as much damage on a successful one."} {:type
:action, :name "Multiattack.", :description "The assassin makes two shortsword
attacks."} {:type :action, :name "Shortsword", :description "Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) piercing damage plus 7 (2d6)
poison damage."} {:type :action, :name "Fire Bolt (Cantrip/At Will)", :description
"Ranged Spell Attack: +4 to hit, range 120 ft., one target.\nHit: 11 (2d10) fire
damage. A flammable object hit by this spell ignites if it isn't being worn or
carried."} {:type :action, :name "Chromatic Orb (1/Day)", :description "Ranged
Spell Attack: +4 to hit, range 90 ft., one creature.\nHit: 18 (4d8) damage of a
type chosen by the assassin: acid, cold, fire, lightning, poison, or
thunder."}]}, :valenar-steed-camouflage- {:senses "passive Perception
14", :key :valenar-steed-camouflage-, :int 10, :speed "60 ft.", :name "Valenar
Steed (Camouflage)", :alignment "neutral", :cha 11, :hit-points {:die-count 3, :die
10, :modifier 6}, :type :fey, :size :large, :option-pack "Eberron - Rising from the
Last War", :armor-class 13, :skills {:perception 4}, :str 14, :challenge 0.5, :con
14, :dex 16, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The steed can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the steed bonds with a
different creature or until the bonded creature dies. While bonded, the steed and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:type :action, :name "Hooves", :description "Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.\nHit: 10 (2d6 + 3) bludgeoning
damage."} {:name "Camouflage", :description "The animal has advantage on Dexterity
(Stealth) checks it makes while outdoors."}]}, :dyrrn {:senses "truesight 120 ft.,
passive perception 23", :description "Dyrrn can communicate through telepathy up to
a range of 120 ft.", :legendary-actions {:description "Dyrrn can take 3 legendary
actions, choosing from the options below. Only one legendary action option can be
used at a time and only at the end of another creature's turn. Dyrrn regains spent
legendary actions at the start of its turn."}, :armor-notes "natural
armor", :key :dyrrn, :int 26, :speed "40 ft., fly 40 ft. (hover)", :name
"Dyrrn", :alignment "chaotic evil", :cha 24, :hit-points {:die-count 31, :die
8, :modifier 186}, :type :aberration, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 21, :skills {:arcana 15, :history 15, :insight 13,
:perception 13}, :str 26, :saving-throws {:str nil, :int 15, :wis 13, :cha
14}, :challenge 24, :con 22, :dex 21, :wis 23, :props {:damage-resistance {:poison
true, :psychic true}, :condition-immunity {:blinded true, :charmed true, :exhausted
true, :frightened true, :poisoned true, :prone true}, :language {:deep-speech
true}}, :traits [{:name "Alien Mind", :description "If a cretaure tries to read
Dyrrn's thoughts or deal psychic damage to it, that creature must succeed on a DC
23 Intelligence saving throw or be stunned for 1 minute. The stunned creature can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success."} {:name "Legendary Resistance (3/Day)", :description "If
Dyrrn fails a saving throw, it can choose to succeed instead."} {:name "Magic
Resistance", :description "Dyrrn has advantage on saving throws against spells and
other magical effects."} {:name "Regeneration", :description "Dyrrn regains 20 hit
points at the start of its turn. If Dyrrn takes radiant damage, this trait doesn't
function at the start of its next turn. Dyrrn dies only if it starts its turn with
0 hit points and doesn't regenerate."} {:name "Teleport", :description "As a bonus
action, Dyrrn can teleport up to 30 feet to an unoccupied space it can see."}
{:type :action, :name "Multiattack", :description "Dyrrn makes one Tentacle Whip
attack and uses its Corruption once. Dyrrn can replace its Tentacle Whip attack
with Extract Brain if it has a creature grappled."} {:type :action, :name "Tentacle
Whip", :description "Melee Weapon Attack: +15 to hit, reac 10 ft., one target. Hit:
24 (3d10 + 8) slashing damage. If the target is a Medium or smaller creature, it is
grappled (escape DC 23), pulled into an unoccupied space within 5 feet of Dyrrn,
and must succeed on a DC 23 Intelligence saving throw or be stunned until this
grapple ends. Dyrrn can't use the same tentacle whip on another target until this
grapple ends. Dyrrn has two tentacle whips."} {:type :action, :name
"Corruption", :description "Dyrrn targets one creature it can see within 60 feet of
it. The target must succeed a DC 23 Constitution saving throw or take 22 (4d6 + 8)
necrotic damage and become corrupted for 1 minute.\n\nA corrupted creature's flesh
twists in alien ways. The creature has disadvantage on attack rolls, its speed is
reduced by half, and if it tires to cast a spell, it must first succeed on a DC 15
Intelligence check or the spell fails and is wasted. The corrupted creature can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success."} {:type :action, :name "Extract Brain", :description "Melee
Weapon Attack: +15 into hit, reach 5 ft., one incapacitated creature grappled by
Dyrrn.\nHit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit
points, Dyrrn kills the target by extracting and devouring its brain."}
{:type :legendary-action, :name "Tentacle Whip", :description "Dyrrn makes one
attack with
its Tentacle Whip."} {:type :legendary-action, :name "Spawn Aberration (Costs 2
Actions)", :description "Dyrrn regurgitates an Intellect Devourer in an unoccupied
space within 5 feet of it. The Intellect Devourer is under Dyrrn's control and acts
immediately after Dyrrn in the initiative order."} {:type :legendary-action, :name
"Mind Blast (Costs 3 Actions)", :description "Dyrrn magically emits psychic energy
in a 60-foot cone. Each creature in that area must succeed on a DC 23 Intelligence
saving throw or take 30 (5d8 + 8) psychic damage and be stunned for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success."}]}, :undying-councilor {:senses "darkvision 120
ft., passive perception 19", :legendary-actions {:description "The councilor can
take 2 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn.
The councilor regains spent legendary actions at the start of her turn."}, :armor-
notes "natural armor", :key :undying-councilor, :int 17, :speed "30 ft.", :name
"Undying Councilor", :alignment "neutral good", :cha 16, :hit-points {:die-count
16, :die 8, :modifier 32}, :type :undead, :size :medium, :option-pack "Eberron -
Rising from the Last War", :armor-class 17, :skills {:arcana 7, :history
11, :insight 9, :perception 9, :religion 7}, :str 16, :saving-throws {:con 6, :int
7, :wis 9}, :challenge 10, :con 14, :dex 10, :wis 21, :props {:damage-vulnerability
{:necrotic true}, :damage-immunity {:radiant true, :poison true}, :condition-
immunity {:charmed true, :exhausted true, :frightened true, :paralyzed
true, :poisoned true}, :language {:common true, :elvish true}}, :traits [{:name
"Aura of Radiance", :description "The councilor magically sheds bright light in a
15-foot radius and dim light for an additional 15 feet. The councilor can
extinguish or restore this light as a bonus action. If the bright light overlaps
with an area of darkness created by a spell of 3rd level or lower, the spell that
created that darkness is dispelled."} {:name "Magic Resistance", :description "The
councilor has advantage on saving throws against spells and other magical
effects."} {:name "Spellcasting", :description "The councilor is a 13th-level
spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with
spell attacks). It has the following cleric spells prepared:\n\nCantrips (at will):
guidance, mending, sacred flame, spare the dying, thaumaturgy\n1st level (4 slots):
bless, command, create or destroy water\n2nd level (3 slots): augury, calm
emotions, hold person\n3rd level (3 slots): daylight, dispel magic, spirit
guardians\n4th level (3 slots): banishment, divination, guardian of faith\n5th
level (2 slots): dispel evil and good, flame strike (see \"Actions), scrying\n6th
level (1 slot): forbiddance, planar ally\n7th level (1 slot): plane shift"}
{:type :action, :name "Mulitiattack", :description "The councilor makes two Radiant
Touch attacks."} {:type :action, :name "Radiant Touch", :description "Melee Spell
Attack: +9 to hit, reach 5 ft., one target.\nHit: 15 (3d6 + 5) radiant damage."}
{:type :action, :name "Healing Touch (3/Day)", :description "The councilor touches
another creature. The target magically regains 18 (3d8 + 5) hit points and is freed
from one curse afflicting it (councilor's choice)."} {:type :action, :name "Flame
Strike (5th-Level Spell; Requires a Spell Slot)", :description "The councilor
chooses a point it can see within 60 feet of it. Each creature in a 10-foot-radius,
40-foot-high cylinder centered on that point must make a DC 17 saving throw. A
creature takes 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save,
or half as much damage on a successful one. If the councilor casts this spell using
a spell slot of 6th level or higher, the fire damage or the radiant damage (its
choice) increases by 1d6 for each slot level above the 5th."} {:type :legendary-
action, :name "Touch", :description "The councilor makes one attack with its
Radiant Touch"} {:type :legendary-action, :name "Shimmering Aura (Costs 2
Actions)", :description "The councilor channels positive energy into its Aura of
Radiance. Until the end of the councilor's next turn, it sheds bright light in a
30-foot-radius and dim light for an additional 30 feet. Any creature that starts
its turn in the bright light must succeed on a DC 17 Constitution saving throw or
be blinded until the end of the councilor's next turn."}]}, :tarkanan-assassin-
illusion- {:senses "darkvision 60 ft., passive Perception 14", :description "The
assassin knows thieves' cant as a language.", :armor-notes "studded
leather", :key :tarkanan-assassin-illusion-, :int 10, :speed "30 ft.", :name
"Tarkanan Assassin (Illusion)", :alignment "any non-good alignment", :cha 11, :hit-
points {:die-count 7, :die 8, :modifier
14}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 15, :skills {:athletics 3, :deception 2, :perception
4, :sleight-of-hand 5, :stealth 5}, :str 12, :challenge 2, :con 14, :dex 16, :wis
14, :props {:language {:common true}}, :traits [{:name "Innate
Spellcasting", :description "The assassin's spell casting ability is Constitution
(+4 to hit with spell attacks). It can innately cast the spells detailed
in \"Actions,\" requiring no material components."} {:name "Unstable
Mark", :description "When the assassin casts an innate spell, each creature within
10 feet of the assassin must make a DC 12 Constitution saving throw, taking 4 (1d8)
force damage on a failed save, or half as much damage on a successful one."} {:type
:action, :name "Multiattack.", :description "The assassin makes two shortsword
attacks."} {:type :action, :name "Shortsword", :description "Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) piercing damage plus 7 (2d6)
poison damage."} {:type :action, :name "Minor Illusion (Cantrip/At
Will)", :description "The assassin creates a sound or image of an object within 30
feet of it that lasts for one minute. Images of objects must fit within a 5-ft cube
and are not solid. A creature can determine the illusion is fake with a DC 12
Investigation check."} {:type :action, :name "Thunderwave (1/Day)", :description
"Each creature in a 15 ft. cube from the assassin must make a DC 12 Con saving
throw. On a failed save, they take 9 (2d8) thunder damage and are pushed 10 feet
from the assassin. On a successful save, they take half as much damage and are not
pushed.\nThe spell pushes objects completely within the 15 foot cube 10 feet away,
and emits a thunderous boom that can be heard from 300 feet away."}]}, :valenar-
hound-shrouded-step- {:senses "passive Perception 14", :armor-notes "natural
armor", :key :valenar-hound-shrouded-step-, :int 10, :speed "40 ft.", :name
"Valenar Hound (Shrouded Step)", :alignment "neutral", :cha 11, :hit-points {:die-
count 3, :die 8, :modifier 6}, :type :fey, :size :medium, :option-pack "Eberron -
Rising from the Last War", :armor-class 14, :skills {:perception 4}, :str
17, :challenge 0.5, :con 14, :dex 15, :wis 15, :props {:language {:common
true, :elvish true, :sylvan true}}, :traits [{:name "Bonding", :description "The
hound can magically bond with one creature it can see, immediately after spending
at least 1 hour observing that creature while within 30 feet of it. The bond lasts
until the hound bonds with a different creature or until the bonded creature dies.
While bonded, the hound and the bonded creature can communicate telepathically with
each other at a distance of up to 100 feet."} {:name "Keen Hearing and
Smell", :description "The hound has advantage on Wisdom (Perception) checks that
rely on hearing or smell."} {:type :action, :name "Bite", :description "Melee
Weapon Attack: +5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) piercing
damage. If the target is a creature, it must succeed on a DC 13 Strength saving
throw or be knocked prone."} {:name "Shrouded Step", :description "The animal can't
be tracked except by magical means, and it leaves behind no tracks or other traces
of its passage."}]}, :hashalaq-quori {:senses "darkvision 60 ft., passive
Perception 13", :armor-notes "natural armor", :key :hashalaq-quori, :int 18, :speed
"40 ft.", :name "Hashalaq Quori", :alignment "lawful evil", :cha 18, :hit-points
{:die-count 18, :die 8, :modifier 18}, :type :aberration, :size :medium, :option-
pack "Eberron - Rising from the Last War", :armor-class 17, :skills {:arcana
12, :history 12, :insight 11, :persuasion 8}, :str 12, :saving-throws {:wis 7, :cha
8}, :challenge 9, :con 13, :dex 14, :wis 16, :props {:damage-resistance {:psychic
true}, :condition-immunity {:charmed true, :frightened true}, :language {:common
true, :quori true}}, :traits [{:name "Innate Spellcasting (Psionics)", :description
"The quori's spellcasting ability is Intelligence (spell save DC 16). It can
innately cast the following spells, requiring no components:\n\nAt will: charm
person\n3/day each: detect thoughts, disguise self, suggestion\n1/day: dominate
person, dream"} {:type :action, :name "Multiattack", :description "The quori uses
its Mind Thrust twice."} {:type :action, :name "Idyllic Touch", :description "Melee
Spell Attack: +8 to hit, reach 5 ft., one target.\nHit: 9 (1d10 + 4) force damage.
If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or fall
prone in a fit of laughter."} {:type :action, :name "Mind Thrust", :description
"The quori targets a creature it can see within 60 feet of it. The target must make
a DC 16 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or
half as much damage on a successful one."} {:type :action, :name "Possession
(Recharge 6)", :description "One humanoid the quori can see within 5 feet of it
must succeed on a DC
14 Charisma saving throw or be possessed by the quori; the quori then disappears,
and the target is incapacitated and loses control of its body. The quori now
controls the body but doesn't deprive the target of awareness. The quori can't be
targeted by any attack, spell, or other effect. And it retains its alignment,
Intelligence, Wisdom, Charisma, and immunity to being charmed and frighted. It
otherwise uses the target's statistics, but doesn't gain access to the target's
knowledge, class features, or proficiencies.\n\nThe possession lasts until the body
drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced
out by an effect like the Dispel Evil and Good spell. When the possession ends, the
quori reappears in an unoccupied space within 5 feet of the body. The target is
immune to this quori's Possession for 24 hours after succeeding on the saving throw
or after the possession ends."} {:name "Empathic Feedback
(Reaction)", :type :action, :description "When the quori takes damage from a
creature it can see within 60 feet of it, the quori can force that creature to
succeed on a DC 16 Intelligence saving throw or take 11 (2d10) psychic damage."}]},
:magewright-medium- {:senses "passive Perception 12", :description "The magewright
is proficient in two languages of its choice.", :key :magewright-medium-, :int
14, :speed "30 ft.", :name "Magewright (Medium)", :alignment "any alignment", :cha
12, :hit-points {:die-count 2, :die 8}, :type :humanoid, :size :medium, :option-
pack "Eberron - Rising from the Last War", :armor-class 11, :skills {:arcana
4, :deception 3, :religion 4}, :str 11, :con 10, :dex 13, :wis 14, :props
{:language {:common true}}, :traits [{:name "Spellcasting", :description "The
magewright's spell casting ability is Intelligence (spell save DC 12). To cast one
of its rituals, the magewright must provide additional material components whose
value in gold pieces is 20 times the spell's level. These components are consumed
when the ritual is finished. The magewright knows the following spells:\n\nAt will:
mage hand, prestidigitation, minor illusion\nRituals: knock, speak with dead"}
{:type :action, :name "Dagger", :description "Melee or Ranged Weapon Attack: +3 to
hit, reach 5 ft. or range 20/60 ft., one target.\nHit: 3 (1d4 + 1) piercing
damage."}]}, :valenar-steed-quickness- {:senses "passive Perception
14", :key :valenar-steed-quickness-, :int 10, :speed "60 ft.", :name "Valenar Steed
(Quickness)", :alignment "neutral", :cha 11, :hit-points {:die-count 3, :die
10, :modifier 6}, :type :fey, :size :large, :option-pack "Eberron - Rising from the
Last War", :armor-class 13, :skills {:perception 4}, :str 14, :challenge 0.5, :con
14, :dex 16, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The steed can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the steed bonds with a
different creature or until the bonded creature dies. While bonded, the steed and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:type :action, :name "Hooves", :description "Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.\nHit: 10 (2d6 + 3) bludgeoning
damage."} {:name "Quickness (Recharge 6)", :description "The animal can take the
Dodge action as a bonus action."}]}, :warforged-soldier {:senses "passive
Perception 14", :armor-notes "natural armor, shield", :key :warforged-soldier, :int
10, :speed "30 ft.", :name "Warforged Soldier", :alignment "any alignment", :cha
11, :hit-points {:die-count 4, :die 8, :modifier
12}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 16, :skills {:athletics 5, :perception 4, :survival 4}, :str 16,
:challenge 1, :con 16, :dex 12, :wis 14, :props {:damage-resistance {:poison true},
:language {:common true}}, :traits [{:name "Warforged Resilience", :description
"The war forged has advantage on saving throws against being poisoned and is immune
to disease. Magic can't put it to sleep."} {:type :action, :name
"Multiattack", :description "The warforged makes two arm blade attacks."}
{:type :action, :name "Armblade", :description "Melee Weapon Attack: +5 to hit,
reach 5 ft., one target.\nHit: 6 (1d6 + 3) slashing damage."} {:type :action, :name
"Javelin", :description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 30/120 ft., one target.\nHit: 6 (1d6 + 3) piercing damage."} {:name
"Protection (Reaction)", :description "When an attacker the warforged can see makes
an attack roll against a creature within 5 feet of the warforged, the warforged can
impose disadvantage on the attack roll."}]}, :expeditious-messenger {:senses
"darkvision 60 ft., passive Perception 11", :key :expeditious-messenger, :int
8, :speed "25 ft., fly 60 ft.", :name "Expeditious Messenger", :alignment
"neutral", :cha 7, :hit-points {:die-count 2, :die 4, :modifier
2}, :type :construct, :size :tiny, :option-pack "Eberron - Rising from the Last
War", :armor-class 13, :skills {:acrobatics 5, :stealth 5}, :str 6, :challenge
0.125, :con 13, :dex 16, :wis 12, :props {:damage-immunity {:poison
true}, :condition-immunity {:exhausted true, :poisoned true}, :language {:common
true}}, :traits [{:name "Flyby", :description "The messenger doesn't provoke
opportunity attacks when it flies out of an enemy's reach."} {:name "Telepathic
Bond", :description "While the messenger is on the same plane of existence as its
master, it can magically convey what it senses to its master, and the two can
communicate telepathically."} {:type :action, :name "Bite", :description "Melee
Weapon Attack: +5 to hit, reach 5 ft., one target.\nHit: 5 (1d4 + 3) piercing
damage."}]}, :magewright-locksmith- {:senses "passive Perception 12", :description
"The magewright is proficient in two languages of its choice.", :key :magewright-
locksmith-, :int 14, :speed "30 ft.", :name "Magewright (Locksmith)", :alignment
"any alignment", :cha 12, :hit-points {:die-count 2, :die
8}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 11, :skills {:arcana 4}, :str 11, :con 10, :dex 13, :wis
14, :props {:language {:common true}}, :traits [{:name "Spellcasting", :description
"The magewright's spell casting ability is Intelligence (spell save DC 12). To cast
one of its rituals, the magewright must provide additional material components
whose value in gold pieces is 20 times the spell's level. These components are
consumed when the ritual is finished. The magewright knows the following spells:\n\
nAt will: mage hand, prestidigitation, mending\nRituals: knock, arcane lock (1
hr.)"} {:type :action, :name "Dagger", :description "Melee or Ranged Weapon Attack:
+3 to hit, reach 5 ft. or range 20/60 ft., one target.\nHit: 3 (1d4 + 1) piercing
damage."} {:name "Tool Proficiencies", :description "The magewright is proficient
with thieves' tools and tinker's tools."}]}, :inspired {:senses "passive perception
10", :armor-notes "15 with Mage Armor", :key :inspired, :int 16, :speed "30
ft.", :name "Inspired", :alignment "lawful evil", :cha 16, :hit-points {:die-count
9, :die 8}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the
Last War", :armor-class 12, :skills {:deception 7, :insight 2, :persuasion 7}, :str
11, :saving-throws {:int 5, :wis 2}, :challenge 2, :con 10, :dex 14, :wis
10, :props {:damage-resistance {:psychic true}, :condition-immunity {:charmed true,
:frightened true}, :language {:common true, :quori true}}, :traits [{:name "Dual
Mind", :description "The Inspired has advantage on Wisdom saving throws."} {:name
"Innate Spellcasting (Psionics)", :description "The Inspired's spellcasting ability
is Intelligence (spell save DC 13). It can innately cast the following spells,
requiring no material components:\n\nAt will: mage hand, vicious mockery.\n1/day
each: charm person, dissonant whispers, hex, hold person, mage armor."}
{:type :action, :name "Multiattack", :description "The Inspired makes two crysteel
dagger attacks. It can replace one attack with Vicious Mockery."}
{:type :action, :name "Crysteel Dagger", :description "Melee Wepaon Attack: +4 to
hit, reach 5 ft., one target.\nHit: 4 (1d4 + 2) piercing damage plus 10 (3d6) force
damage."} {:type :action, :name "Vicious Mockery (Cantrip)", :description "The
Inspired unleashes a string of insults laced with subtle enchantments at one
creature it can see within 60 feet of it. If the target can hear the Inspired, the
target must succeed on a DC 13 Wisdom saving throw or take 2 (1d4) psychic damage
and have disadvantage on the next attack roll it makes before the end of its next
turn."}]}, :valenar-hawk {:senses "passive Perception 15", :key :valenar-hawk, :int
9, :speed "10 ft., fly 60 ft.", :name "Valenar Hawk", :alignment "neutral", :cha
11, :hit-points {:die-count 4, :die 4}, :type :fey, :size :tiny, :option-pack
"Eberron - Rising from the Last War", :armor-class 14, :skills {:perception
5}, :str 8, :challenge 0.125, :con 10, :dex 18, :wis 16, :props {:language {:common
true, :elvish true, :sylvan true}}, :traits [{:name "Bonding", :description "The
hawk can magically bond with one creature it can see, immediately after spending at
least 1 hour observing that creature while within 30 feet of it. The bond lasts
until the hawk bonds with a different creature or until the bonded creature dies.
While bonded, the hawk and the bonded creature can communicate telepathically with
each other at a distance of up to 100 feet."} {:name "Keen Sight", :description
"The hawk has advantage on Wisdom (Perception) checks that rely on sight."}
{:type :action, :name "Talons", :description "Melee Weapon Attack: +6 to hit, reach
5 ft., one target.\nHit: 6 (1d4 + 4) slashing damage."}]},
:dolgaunt {:senses "blindsight 120 ft. (blind beyond this radius), passive
perception 14", :armor-notes "Unarmored Defense", :key :dolgaunt, :int 13, :speed
"40 ft.", :name "Dolgaunt", :alignment "lawful evil", :cha 11, :hit-points {:die-
count 6, :die 8, :modifier 6}, :type :aberration, :size :medium, :option-pack
"Eberron - Rising from the Last War", :armor-class 16, :skills {:acrobatics
6, :perception 4, :stealth 6}, :str 14, :challenge 3, :con 12, :dex 18, :wis
14, :props {:condition-immunity {:blinded true}, :language {:deep-speech
true, :goblin true}}, :traits [{:name "Evasion", :description "If the dolgaunt is
subjected to an effect that allows it to make a Dexterity saving throw to take only
half damave, the dolgaunt instead takes no damage if it succeeds on the saving
throw, and only half damage if it fails. It can't use this trait if it's
incapacitated."} {:name "Unarmored Defense", :description "While the dolgaunt is
wearing no armor and wielding no shield, its AC includes its Wisdom modifier."}
{:type :action, :name "Multiattack", :description "The dolgaunt makes two tentacle
attacks and two unarmed strikes. Up to two tentacle attacks can be replaced by
Vitality Drain."} {:type :action, :name "Tentacle", :description "Melee Weapon
Attack: +6 to hit, reach 15 ft., one target.\nHit: 7 (1d6 + 4) bludgeoning damage.
The target is grappled (escape DC 12) if it is a Large or smaller creature. Until
this grapple ends, the dolgaunt can't use the same tentacle on another target. The
dolgaunt has two tentacles."} {:type :action, :name "Unarmed Strike", :description
"Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\nHit: 6 (1d4 + 4)
bludgeoning damage."} {:type :action, :name "Vitality Drain", :description "One
creature grappled by a tentacle of the dolgaunt must make a DC 11 Constitution
saving throw. On a failed save, the target takes 9 (2d8) necrotic damage, and the
dolgaunt regains a number of hit points equal to half the necrotic damage
taken."}]}, :tarkanan-assassin-fire- {:senses "darkvision 60 ft., passive
Perception 14", :description "The assassin knows thieves' cant as a
language.", :armor-notes "studded leather", :key :tarkanan-assassin-fire-, :int 10,
:speed "30 ft.", :name "Tarkanan Assassin (Fire)", :alignment "any non-good
alignment", :cha 11, :hit-points {:die-count 7, :die 8, :modifier
14}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 15, :skills {:athletics 3, :deception 2, :perception
4, :sleight-of-hand 5, :stealth 5}, :str 12, :challenge 2, :con 14, :dex 16, :wis
14, :props {:language {:common true}}, :traits [{:name "Innate
Spellcasting", :description "The assassin's spell casting ability is Constitution
(+4 to hit with spell attacks). It can innately cast the spells detailed
in \"Actions,\" requiring no material components."} {:name "Unstable
Mark", :description "When the assassin casts an innate spell, each creature within
10 feet of the assassin must make a DC 12 Constitution saving throw, taking 4 (1d8)
force damage on a failed save, or half as much damage on a successful one."} {:type
:action, :name "Multiattack.", :description "The assassin makes two shortsword
attacks."} {:type :action, :name "Shortsword", :description "Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) piercing damage plus 7 (2d6)
poison damage."} {:type :action, :name "Fire Bolt (Cantrip/At Will)", :description
"Ranged Spell Attack: +4 to hit, range 120 ft., one target.\nHit: 11 (2d10) fire
damage. A flammable object hit by this spell ignites if it isn't being worn or
carried."} {:type :action, :name "Burning Hands (1/Day)", :description "Ranged
Spell Attack: DC 12 Dex save, 15 ft. cone.\nHit: 10 (3d6) fire
damage."}]}, :valenar-hawk-camouflage- {:senses "passive Perception
15", :key :valenar-hawk-camouflage-, :int 9, :speed "10 ft., fly 60 ft.", :name
"Valenar Hawk (Camouflage)", :alignment "neutral", :cha 11, :hit-points {:die-count
4, :die 4}, :type :fey, :size :tiny, :option-pack "Eberron - Rising from the Last
War", :armor-class 14, :skills {:perception 5}, :str 8, :challenge 0.125, :con
10, :dex 18, :wis 16, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hawk can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hawk bonds with a
different creature or until the bonded creature dies. While bonded, the hawk and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Sight", :description "The hawk has advantage on
Wisdom (Perception) checks that rely on sight."} {:type :action, :name
"Talons", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\
nHit: 6 (1d4 + 4) slashing damage."} {:name "Camouflage", :description "The animal
has advantage on Dexterity (Stealth) checks it makes while outdoors."}]}, :living-
cloudkill {:senses "darkvision 60 ft., passive Perception 10", :description "The
living spell is resistant to damage from bludgeoning, piercing, and slashing damage
from nonmagical attacks.", :armor-notes "natural armor", :key :living-
cloudkill, :int 3, :speed "25 ft., fly 25 ft. (hover)", :name "Living
Cloudkill", :alignment "unaligned", :cha 6, :hit-points {:die-count 7, :die
10, :modifier 35}, :type :construct, :size :large, :option-pack "Eberron - Rising
from the Last War", :armor-class 15, :str 10, :challenge 7, :con 14, :dex 15, :wis
11, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true},
:damage-immunity {:poison true}, :condition-immunity {:blinded true, :charmed true,
:deafened true, :exhausted true, :frightened true, :grappled true, :poisoned
true, :prone true}}, :traits [{:name "Amorphous", :description "The living spell
can move through a space as narrow as 1 inch wide without squeezing."} {:name
"Magic Resistance", :description "The living spell has advantage on saving throws
against spells and other magical effects."} {:type :action, :name
"Multiattack", :description "The living spell makes two Magical Strike attacks."}
{:type :action, :name "Magical Strike", :description "Melee Weapon Attack: +8 to
hit, reach 10 ft., one target.\nHit: 22 (5d6 + 5) poison damage."}
{:type :action, :name "Spell Mimicry (Recharge 5-6)", :description "The living
spell creates a 40-foot-diameter sphere of fog within 60 feet of it (the fog
spreads around corners). When a creature enters the fog for the first time on a
turn or starts its turn there, it must make a DC 16 Constitution saving throw,
taking 22 (5d8) poison damage on a failed save, or half as much on a successful
one.\n\nThe fog moves 10 feet away from the living spell at the start of each of
its turns, rolling along the ground and through openings. The fog lasts for 10
minutes or until the living spell's concentration ends (as if concentrating on a
spell)."}]}, :magewright-entertainer- {:senses "passive Perception
12", :description "The magewright is proficient in two languages of its
choice.", :key :magewright-entertainer-, :int 14, :speed "30 ft.", :name
"Magewright (Entertainer)", :alignment "any alignment", :cha 12, :hit-points {:die-
count 2, :die 8}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 11, :skills {:arcana 4, :performance 3}, :str
11, :con 10, :dex 13, :wis 14, :props {:language {:common true}}, :traits [{:name
"Spellcasting", :description "The magewright's spell casting ability is
Intelligence (spell save DC 12). To cast one of its rituals, the magewright must
provide additional material components whose value in gold pieces is 20 times the
spell's level. These components are consumed when the ritual is finished. The
magewright knows the following spells:\n\nAt will: mage hand, prestidigitation,
minor illusion, thaumaturgy\nRituals: knock, disguise self"} {:type :action, :name
"Dagger", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target.\nHit: 3 (1d4 + 1) piercing damage."}]}, :valenar-
steed-fey-ancestry- {:senses "passive Perception 14", :key :valenar-steed-fey-
ancestry-, :int 10, :speed "60 ft.", :name "Valenar Steed (Fey
Ancestry)", :alignment "neutral", :cha 11, :hit-points {:die-count 3, :die
10, :modifier 6}, :type :fey, :size :large, :option-pack "Eberron - Rising from the
Last War", :armor-class 13, :skills {:perception 4}, :str 14, :challenge 0.5, :con
14, :dex 16, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The steed can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the steed bonds with a
different creature or until the bonded creature dies. While bonded, the steed and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:type :action, :name "Hooves", :description "Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.\nHit: 10 (2d6 + 3) bludgeoning
damage."} {:name "Fey Ancestry", :description "The animal has advantage on saving
throws against being charmed or frightened, and magic can't put it to
sleep."}]}, :kalaraq-quori {:senses "truesight 120 ft., passive Perception
23", :description "The quori can speak all languages and communicate through
telepathy to a range of 120 ft.", :armor-notes "natural armor", :key :kalaraq-
quori, :int 23, :speed "30 ft., fly 60 ft. (hover)", :name "Kalaraq
Quori", :alignment "lawful evil", :cha 25, :hit-points {:die-count 19, :die
8, :modifier 76}, :type :aberration, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 18, :skills {:deception 13, :perception
13, :persuasion 13}, :str
12, :saving-throws {:int 12, :wis 13, :cha 13}, :challenge 19, :con 18, :dex
21, :wis 24, :props {:damage-resistance {:cold true, :bludgeoning true, :piercing
true, :slashing true, :poison true, :necrotic true, :psychic true}, :condition-
immunity {:prone true, :restrained true, :exhausted true, :frightened
true, :paralyzed true, :charmed true, :blinded true, :grappled true, :petrified
true}}, :traits [{:name "All-Around Vision", :description "The quori can't be
surprised when it isn't incapacitated."} {:name "Incorporeal
Movement", :description "The quori can move through other creatures and objects as
if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object."} {:name "Innate Spellcasting (Psionics)", :description "The
quori's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell
attacks). It can innately cast the following spells, requiring no components:\n\nAt
will: arcane eye\n3/day each: clairvoyance, confusion, dream, eyebite"} {:name
"Magic Resistance", :description "The quori has advantage on saving throws against
spells and other magical effects."} {:type :action, :name
"Multiattack", :description "The quori makes two Soul Binding attacks.
Alternatively, it can make four attacks with Arcane Blast."} {:type :action, :name
"Arcane Blast", :description "Ranged Spell Attack: +13 to hit, range 120 ft., one
target.\nHit: 12 (1d10 + 7) force damage."} {:type :action, :name "Soul
Binding", :description "Melee Spell Attack: +13 to hit, reach 5 ft., one target.\
nHit: 29 (4d10 + 7) necrotic damage. A creature reduced to 0 hit points from this
attacks dies and has its soul imprisoned in one of the quori's eyes. The target
can't be revived by any means short of a Wish spell until the quori is destroyed."}
{:type :action, :name "Mind Seed (1/Day)", :description "The quori touches one
humanoid, which must succeed on a DC 21 Intelligence saving throw or be cursed. The
cruse lasts until it's removed by a Remove Curse or Greater Restoration spell.\n\
nThe cursed target suffers 1 level of exhaustion every 24 hours, and finishing a
long rest doesn't reduce its exhaustion. If the cursed target reaches exhaustion
level 6, it doesn't die; it instead becomes a thrall under the quori's control, and
all its exhaustion is removed. Only the Wish spell can free the thrall from this
control."} {:type :action, :name "Swarm of Eyes (Recharge 6)", :description "The
quori creates a swarm of spectral eyes that fills a 30-foot-radius sphere centered
on a point it can see within 60 feet of it. Each creature in that area must make a
DC 21 Wisdom saving throw. On a failure, a creature takes 45 (10d8) psychic damage,
and it is blinded for 1 minute. On a success, a creature takes half as much damage
and isn't blinded. A blinded creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success."}
{:type :action, :name "Possession (Recharge 6)", :description "One humanoid the
quori can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or
be possessed by the quori; the quori then disappears, and the target is
incapacitated and loses control of its body. The quori now controls the body but
doesn't deprive the target of awareness. The quori can't be targeted by any attack,
spell, or other effect. And it retains its alignment, Intelligence, Wisdom,
Charisma, and immunity to being charmed and frighted. It otherwise uses the
target's statistics, but doesn't gain access to the target's knowledge, class
features, or proficiencies.\n\nThe possession lasts until the body drops to 0 hit
points, the quori ends it as a bonus action, or the quori is forced out by an
effect like the Dispel Evil and Good spell. When the possession ends, the quori
reappears in an unoccupied space within 5 feet of the body. The target is immune to
this quori's Possession for 24 hours after succeeding on the saving throw or after
the possession ends."}]}, :valenar-hawk-shrouded-step- {:senses "passive Perception
15", :key :valenar-hawk-shrouded-step-, :int 9, :speed "10 ft., fly 60 ft.", :name
"Valenar Hawk (Shrouded Step)", :alignment "neutral", :cha 11, :hit-points {:die-
count 4, :die 4}, :type :fey, :size :tiny, :option-pack "Eberron - Rising from the
Last War", :armor-class 14, :skills {:perception 5}, :str 8, :challenge 0.125, :con
10, :dex 18, :wis 16, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The hawk can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the hawk bonds with a
different creature or until the bonded creature dies. While bonded, the hawk and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:name "Keen Sight", :description "The hawk has advantage on
Wisdom (Perception) checks that rely on sight."} {:type :action, :name
"Talons", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target.\
nHit: 6 (1d4 + 4) slashing damage."} {:name "Shrouded Step", :description "The
animal can't be tracked except by magical means, and it leaves behind no tracks or
other traces of its passage."}]}, :living-lightning-bolt {:senses "darkvision 60
ft., passive Perception 10", :description "The living spell has resistance to
bludgeoning, piercing, and slashing damage from nonmagical attacks.", :armor-notes
"natural armor", :key :living-lightning-bolt, :int 3, :speed "25 ft., fly 25 ft.
(hover)", :name "Living Lightning Bolt", :alignment "unaligned", :cha 6, :hit-
points {:die-count 6, :die 10, :modifier
24}, :type :construct, :size :large, :option-pack "Eberron - Rising from the Last
War", :armor-class 15, :str 10, :challenge 5, :con 18, :dex 15, :wis 10, :props
{:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :damage-
immunity {:lightning true}, :condition-immunity {:blinded true, :charmed
true, :deafened true, :exhausted true, :frightened true, :grappled true, :poisoned
true, :prone true}}, :traits [{:name "Amorphous", :description "The living spell
can move through a space as narrow as 1 inch wide without squeezing."} {:name
"Magic Resistance", :description "The living spell has advantage on saving throws
against spell and other magical effects."} {:type :action, :name
"Multiattack", :description "The living spell makes two Magical Strike attacks."}
{:name "Magical Strike", :description "Melee Spell Attac: +7 to hit, reach 10 ft.,
one target.\nHit: 21 (5d6 + 4) lightning damage.", :type :action} {:name "Spell
Mimicry (Recharge 5-6)", :type :action, :description "The living spell unleashes a
stroke of lighting in a line 100 feet long and 5 feet wide. Each creature in the
line must make a DC 15 Dexterity saving throw, taking 28 (2d6) lighting damage on a
failed save, or half as much damage on a successful one."}]}, :homunculus-servant
{:senses "darkvision 60 ft., passive Perception 14", :description "Hit Points:
equal the homunculus's Constitution modifier + its creators Intelligence modifier +
its creators Artificer level\n\nLanguages: understands the languages its creator
speaks", :armor-notes "natural armor", :key :homunculus-servant, :int 10, :speed
"20 ft., fly 30 ft.", :name "Homunculus Servant", :alignment "neutral", :cha
7, :hit-points {:modifier 1, :die-count 1, :die
4}, :type :construct, :size :tiny, :option-pack "Eberron - Rising from the Last
War", :armor-class 13, :skills {:perception 4, :stealth 4}, :str 4, :saving-throws
{:dex 4}, :con 12, :dex 15, :wis 10, :props {:damage-immunity {:acid false, :poison
true}, :condition-immunity {:charmed false, :poisoned true, :exhausted
true}}, :traits [{:description "Ranged Weapon Attack: +4 to hit, range 30 ft., one
target you can see.\nHit: 1d4 + 2 force damage", :type :action, :name "Force Strike
(requires its creators Bonus Action)"} {:description "The homunculus delivers a
spell you cast that has a range of touch. The homunculus must be within 1 20 feet
of you.", :name "Channel Magic (reaction)"} {:description "If the homunculus is
subjected to an effect that allows it to make a Dexterity saving throw to take only
half damage, it instead takes no damage if it succeeds on the saving throw, and
only half damage if it fails. It can't use this trait if it's
incapacitated.", :name "Evasion"} {:description "The following numbers increase by
1 when its creators proficiency bonus increases by l: the homunculus's skill and
saving throw bonuses (above) and the bonuses to hit and damage of its attack
(below).", :name "Might of the Master"}]}, :changeling {:senses "passive Perception
12", :description "The changeling knows thieve's cant as a language.\nThe
changeling counts as a shapechanger.", :armor-notes "leather
armor", :key :changeling, :int 14, :speed "30 ft.", :name "Changeling", :alignment
"any alignment", :cha 16, :hit-points {:die-count 4, :die 8, :modifier
4}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 13, :skills {:acrobatics 4, :deception 5, :insight
2, :perception 2, :performance 5}, :str 8, :challenge 0.5, :con 12, :dex 15, :wis
10, :props {:language {:common true, :dwarvish true, :elvish true, :halfling
true}}, :traits [{:name "Change Appearance", :description "The changeling can use
its action to polymorph into a Medium humanoid it has seen, or back into its true
form. Its statistics. other than its size, are the same in each form. Any equipment
it is wearing or carrying isn't transformed. It reverts to its true form if it
dies."} {:type :action, :name "Multiattack", :description "The changeling makes two
attacks with its dagger."} {:type :action, :name "Dagger", :description "Melee or
Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60 ft., one target.\nHit: 4
(1d4 + 2) piercing damage."}
{:type :action, :name "Unsettling Visage (Recharges after a Short or Long
Rest)", :description "Each creature within 30 feet of the changeling must succeed
on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a
success."}]}, :warforged-titan {:senses "darkvision 60 ft., passive perception 10",
:armor-notes "natural armor", :key :warforged-titan, :int 3, :speed "40 ft.", :name
"Warforged Titan", :alignment "lawful neutral", :cha 1, :hit-points {:die-count 10,
:die 12, :modifier 60}, :type :construct, :size :huge, :option-pack "Eberron -
Rising from the Last War", :armor-class 20, :str 23, :challenge 8, :con 22, :dex 8,
:wis 11, :props {:damage-immunity {:poison true, :psychic true}, :condition-
immunity {:charmed true, :exhausted true, :frightened true, :paralyzed
true, :petrified true, :poisoned true}}, :traits [{:name "Platforms", :description
"The warforged titan has two platforms built into its chassis. One Medium or
smaller creature can ride on each platform without squeezing. To make a melee
attack against a target within 5 feet of the warforged,t hey must use spears or
weapons with reach and the target must be Large or larger."} {:name "Siege
Monster", :description "The warforged titan deals double damage to objects and
structures."} {:type :action, :name "Multiattack", :description "The warforged
titan makes one axehand attack and one hammerfist attack."} {:type :action, :name
"Axehand", :description "Melee Weapon Attack: +9 to hit, reach 10 ft., one target.\
nHit: 19 (3d8 + 6) slashing damage, plus 11 (2d10) slashing damage if the target is
prone."} {:type :action, :name "Hammerfist", :description "Melee Weapon Attack: +9
to hit, reach 10 ft., one target.\nHit: 19 (3d8 + 6) bludgeoning damage. If the
target is a creature, it must succeed on a DC 17 Strength saving throw or be
knocked prone."} {:type :action, :name "Sweeping Axe (Recharge 6)", :description
"The warforged titan makes a sweep with its axehand, and each creature within 10
feet of it must make a DC 17 Dexterity saving throw. A creature takes 19 (3d8 + 6)
slashing damage on a failed save, or half as much damage on a successful
one."}]}, :inspired-tsucora-vessel- {:senses "passive perception 10", :armor-notes
"15 with Mage Armor", :key :inspired-tsucora-vessel-, :int 16, :speed "30
ft.", :name "Inspired (Tsucora Vessel)", :alignment "lawful evil", :cha 16, :hit-
points {:die-count 9, :die 8}, :type :humanoid, :size :medium, :option-pack
"Eberron - Rising from the Last War", :armor-class 12, :skills {:deception
7, :insight 2, :persuasion 7}, :str 11, :saving-throws {:int 5, :wis 2}, :challenge
2, :con 10, :dex 14, :wis 10, :props {:damage-resistance {:psychic
true}, :condition-immunity {:charmed true, :frightened true}, :language {:common
true, :quori true}}, :traits [{:name "Dual Mind", :description "The Inspired has
advantage on Wisdom saving throws."} {:name "Innate Spellcasting
(Psionics)", :description "The Inspired's spellcasting ability is Intelligence
(spell save DC 13). It can innately cast the following spells, requiring no
material components:\n\nAt will: mage hand, vicious mockery.\n1/day each: charm
person, dissonant whispers, hex, hold person, mage armor."} {:type :action, :name
"Multiattack", :description "The Inspired makes two crysteel dagger attacks. It can
replace one attack with Vicious Mockery."} {:type :action, :name "Crysteel Dagger",
:description "Melee Wepaon Attack: +4 to hit, reach 5 ft., one target.\nHit: 4 (1d4
+ 2) piercing damage plus 10 (3d6) force damage."} {:type :action, :name "Vicious
Mockery (Cantrip)", :description "The Inspired unleashes a string of insults laced
with subtle enchantments at one creature it can see within 60 feet of it. If the
target can hear the Inspired, the target must succeed on a DC 13 Wisdom saving
throw or take 2 (1d4) psychic damage and have disadvantage on the next attack roll
it makes before the end of its next turn."} {:name "Fear (1/Day)", :description
"The Inspired can cast the fear spell (spell save DC 13), requiring no material
components."}]}, :shifter {:senses "darkvision 60 ft., passive Perception
14", :armor-notes "leather armor", :key :shifter, :int 11, :speed "30 ft.", :name
"Shifter", :alignment "any alignment", :cha 10, :hit-points {:die-count 3, :die
8, :modifier 6}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising
from the Last War", :armor-class 14, :skills {:acrobatics 5, :insight 4, :nature 2,
:perception 4}, :str 12, :challenge 0.5, :con 14, :dex 16, :wis 15, :props
{:language {:common true}}, :traits [{:name "Shifting (Recharges after a Short or
Long Rest)", :description "As a bonus action, the shifter takes on a more bestial
form for 1 minute or until it dies. The shifter gains 5 temporary hit points. It
can make a bite attack when it activates this trait and also as a bonus action on
each of its turns while in its bestial form."} {:type :action, :name
"Shortsword", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one
target.\nHit: 6 (1d6 + 3) piercing damage."} {:type :action, :name
"Bite", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.\
nHit: 5 (1d4 + 3) piercing damage."}]}, :dusk-hag {:senses "blindsight 60 ft.,
passive Perception 16", :armor-notes "natural armor", :key :dusk-hag, :int
17, :speed "30 ft.", :name "Dusk Hag", :alignment "neutral evil", :cha 18, :hit-
points {:die-count 15, :die 8, :modifier 15}, :type :fey, :size :medium, :option-
pack "Eberron - Rising from the Last War", :armor-class 17, :skills {:deception
7, :insight 6, :perception 6}, :str 11, :saving-throws {:wis 6, :int 6}, :challenge
6, :con 12, :dex 14, :wis 16, :props {:condition-immunity {:blinded true, :charmed
true, :frightened true}, :language {:common true, :giant true, :infernal
true}}, :traits [{:name "Innate Spellcasting", :description "The hag's spellcasting
ability is Charisma (spell save DC 15). She can innately cast the following spells,
requiring no material components:\n\nAt will: detect magic, disguise self.\n3/day
each: dream, hypnotic pattern, sleep (9d8).\n1/day each: legend lore, scrying."}
{:name "Magic Resistance", :description "The hag has advantage on saving throws
against spells and other magical effects."} {:type :action, :name
"Multiattack", :description "The hag makes two Nightmare Touch attacks."}
{:type :action, :name "Claws", :description "Melee Weapon Attack: +5 to hit, reach
5 ft., one target.\nHit: 5 (1d6 + 2) slashing damage."} {:type :action, :name
"Nightmare Touch", :description "Melee Spell Attack: +7 to hit, reach 5 ft., one
creature.\nHit: 18 (4d6 + 4) psychic damage. If the target is unconscious, it takes
an extra 10 (3d6) psychic damage and is cursed until the hag dies or the curse is
removed. The cursed creature's hit point maximum decreases by 5 (1d10) whenever it
finishes a long rest."} {:type :action, :name "Dream Eater
(Reaction)", :description "When an unconscious creature the hang can see within 30
feet of her regains consciousness, the hag can force the creature to make a DC 15
Wisdom saving throw. Unless the save succeeds, the creature takes 11 (2d10) psychic
damage, and the hag regains hit points equal to the amount of damage
taken."}]}, :kalashtar {:senses "passive Perception 12", :description "The
kalashtar can use telepathy as a language to a range of 20
ft.", :key :kalashtar, :int 13, :speed "30 ft.", :name "Kalashtar", :alignment "any
alignment", :cha 15, :hit-points {:die-count 3, :die 8, :modifier
3}, :type :humanoid, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 12, :skills {:acrobatics 4, :insight 4, :persuasion 6}, :str 12,
:challenge 0.25, :con 12, :dex 14, :wis 15, :props {:damage-resistance {:psychic
true}, :language {:common true}}, :traits [{:name "Dual Mind", :description "The
kalashtar has advantage on Wisdom saving throws."} {:type :action, :name
"Dagger", :description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target.\nHit: 4 (1d4 + 2) piercing damage."}
{:type :action, :name "Mind Thrust", :description "The kalashtar targets a creature
it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving
throw or take 11 (2d10) psychic damage."}]}, :valenar-steed-lie-detector- {:senses
"passive Perception 14", :key :valenar-steed-lie-detector-, :int 10, :speed "60
ft.", :name "Valenar Steed (Lie Detector)", :alignment "neutral", :cha 11, :hit-
points {:die-count 3, :die 10, :modifier 6}, :type :fey, :size :large, :option-pack
"Eberron - Rising from the Last War", :armor-class 13, :skills {:perception
4}, :str 14, :challenge 0.5, :con 14, :dex 16, :wis 15, :props {:language {:common
true, :elvish true, :sylvan true}}, :traits [{:name "Bonding", :description "The
steed can magically bond with one creature it can see, immediately after spending
at least 1 hour observing that creature while within 30 feet of it. The bond lasts
until the steed bonds with a different creature or until the bonded creature dies.
While bonded, the steed and the bonded creature can communicate telepathically with
each other at a distance of up to 100 feet."} {:type :action, :name
"Hooves", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\
nHit: 10 (2d6 + 3) bludgeoning damage."} {:name "Lie Detector", :description "The
animal knows when a creature within 15 feet of it tells a lie."}]}, :lady-illmarrow
{:senses "truesight 120 ft., passive perception 22", :legendary-actions
{:description "Illmarrow can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only at the end
of another creature's turn. Illmarrow regains spent legendary actions at the start
of her turn."}, :armor-notes "natural armor", :key :lady-illmarrow, :int 27,
:speed "30 ft., fly 40 ft.", :name "Lady Illmarrow", :alignment "neutral
evil", :cha 24, :hit-points {:die-count 21, :die 8, :modifier
105}, :type :undead, :size :medium, :option-pack "Eberron - Rising from the Last
War", :armor-class 19, :skills {:arcana 15, :history 15, :insight 12, :perception
12}, :str 16, :saving-throws {:con 12, :int 15, :wis 12}, :challenge 22, :con
20, :dex 16, :wis 21, :props {:damage-vulnerability {:cold false}, :damage-
resistance {:cold true, :lightning true}, :damage-immunity {:necrotic true, :poison
true, :bludgeoning true, :piercing true, :slashing true}, :condition-immunity
{:stunned true, :exhausted true, :deafened true, :frightened true, :paralyzed true,
:charmed true, :blinded true, :poisoned true, :grappled false, :petrified
true}, :language {:common true, :draconic true, :elvish true}}, :traits [{:name
"Legendary Resistance (3/Day)", :description "If Illmarrow fails a saving throw,
she can choose to succeed instead."} {:name "Magic Resistance", :description
"Illmarrow has advantage on saving throws against spells and other magical
effects."} {:name "Rejuvenation", :description "Illmarrow's body turns to dust when
she drops to 0 hit points, and her equipment is left behind. She gains a new body
after 1d10 days, regaining all her hit points and becoming active again. The new
body appears within two hundred miles of the location at which she was destroyed."}
{:name "Spellcasting", :description "Illmarrow is a 20th-level spellcaster. Her
spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell
attacks). Illmarrow has the following wizard spells prepared: \n\nCantrips (at
will): chill touch, fire bolt, mage hand, prestidigitation, ray of frost.\n1st
level (4 slots): magic missle, shield, sleep.\n2nd level (3 slots): blur, detect
thoughts, mirror image.\n3rd level (3 slots): animate dead, counterspell, fireball,
fly, lightning bolt.\n4th level (3 slots): blight, confusion, polymorph.\n5th level
(3 slots): cloudkill, cone of cold, hold monster, scrying.\n6th level (2 slots):
chain lightning, circle of death, create undead.\n7th level (2 slots): finger of
death, forcecage, prismatic spray.\n8th level (1 slot): incendiary cloud, maze.\
n9th level (1 slot): power word kill, time stop."} {:type :action, :name "Chill
Touch (Cantrip)", :description "Ranged Spell Attack: +15 to hit, range 120 ft., one
creature.\nHit: 18 (4d8) necrotic damage, and the target can't regain hit points
until the start of Illmarrow's next turn. If the target is undead, it also has
disadvantage on attack rolls against Illmarrow until the end of her next turn."}
{:type :action, :name "Paralyzing Claw", :description "Melee Weapon Attac: +10 to
hit, reach 5 ft., one creature.\nHit: 13 (3d6 + 3) slashing damage plus 10 (3d6)
cold damage, and the target must succeed on a DC 20 Constitution saving throw or be
paralyzed for 1 minute. The target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success."} {:type :action, :name
"Poison Breath (Recharge 5-6)", :description "Illmarrow exhales poisonous gass in a
30-foot cone. Each creature int hat area must make a DC 20 Constitution saving
throw. On a failed save, a creature takes 35 (10d6) poison damage and is poisoned
for 1 minute. While poisoned in this way, the creature can't regain hit points. On
a successful save, the creature takes half as much damage and isn't poisoned.\n\nA
humanoid reduced to 0 hit points by this damage dies and rises at the start of
Illmarrow's next turn as a zombie. The zombie acts immediately after Illmarrow in
the initiative count and is permanently under her command, following her verbal
orders."} {:type :legendary-action, :name "Cantrip", :description "Illmarrow casts
a cantrip."} {:type :legendary-action, :name "Paralyzing Claw", :description
"Illmarrow uses her Paralyzing Claw."} {:type :legendary-action, :name "Frightening
Presence (Costs 2 Actions)", :description "Illmarrow targets up to three creatures
she can see within 30 feet of her. Each target must succeed on a DC 20 Wisdom
saving throw or be frightened for 1 minute. A frightened target can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a
success. If a target's saving throw is successful or the effect ends for it, the
target is immune to Illmarrow's Frightening Presence for the next 24 hours."}
{:type :legendary-action, :name "Poison Breath (Costs 3 Actions)", :description
"Illmarrow recharges her Poison Breath and uses it."}]}, :valenar-steed-bestow-
luck- {:senses "passive Perception 14", :key :valenar-steed-bestow-luck-, :int
10, :speed "60 ft.", :name "Valenar Steed (Bestow Luck)", :alignment
"neutral", :cha 11, :hit-points {:die-count 3, :die 10, :modifier
6}, :type :fey, :size :large, :option-pack "Eberron - Rising from the Last
War", :armor-class 13, :skills {:perception 4}, :str 14, :challenge 0.5, :con
14, :dex 16, :wis 15, :props {:language {:common true, :elvish true, :sylvan
true}}, :traits [{:name "Bonding", :description "The steed can magically bond with
one creature it can see, immediately after spending at least 1 hour observing that
creature while within 30 feet of it. The bond lasts until the steed bonds with a
different creature or until the bonded creature dies. While bonded, the steed and
the bonded creature can communicate telepathically with each other at a distance of
up to 100 feet."} {:type :action, :name "Hooves", :description "Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.\nHit: 10 (2d6 + 3) bludgeoning
damage."} {:name "Bestow Luck (1/Day)", :description "As a bonus action, the animal
chooses one creature it can see within 30 feet of it. The next ability check,
attack roll, or saving throw the target makes in the next hour has advantage."}]}},
:orcpub.dnd.e5/feats {:revenant-blade {:ability-increases
#{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :prereqs
#{}, :option-pack "Eberron - Rising from the Last War", :name "Revenant
Blade", :description "You are descended from a master of the double-bladed
scimitar, and some of that mastery has passed on to you. You gain the following
benefits:\n • Increase your Dexterity or Strength score by 1, to a maximum of
20.\n • While you are holding a double-bladed scimitar with two hands, you gain a
+1 bonus to Armor Class.\n • A double-bladed scimitar has the finesse property
when you wield it.", :path-prereqs {:race {:elf true}}, :key :revenant-
blade}, :aberrant-dragonmark-prerequisite-no-other-dragonmark- {:ability-increases
#{:orcpub.dnd.e5.character/con}, :prereqs #{}, :name "Aberrant Dragonmark
(Prerequisite: No other Dragonmark)", :option-pack "Eberron - Rising from the Last
War", :description "You have manifested an aberrant dragonmark. Determine its
appearance and the flaw associated with it. You gain the following benefits:\n •
Increase your Constitution score by 1, to a maximum of 20.\n • You learn a
cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-
level spell from the sorcerer spell list. You learn that spell and can cast it
through your mark. Once you cast it, you must finish a short or long rest before
you can cast it again through the mark. Constitution is your spellcasting ability
for these spells. Enter these spells by granting your character the Magic Adept
feat.\n • When you cast the 1st-level spell through your mark, you can expend one
of your Hit Dice and roll it. If you roll an even number, you gain a number of
temporary hit points equal to the number rolled. If you roll an odd number, one
random creature within 30 feet of you (not including you) takes force damage equal
to the number rolled. If no other creatures are in range, you take the damage.\n
You also develop a random flaw from the Aberrant Dragonmark Flaws table.\n\
nABERRANT DRAGONMARK FLAWS\nd8 Flaw\n1 Your mark is a source of constant physical
pain .\n2 Your mark whispers to you. Its meaning can be unclear.\n3 When you're
stressed, the mark hisses audibly.\n4 The skin around the mark is burned, scaly,
or withered.\n5 Animals are uneasy around you.\n6 You have a mood swing any time
you use your mark.\n7 Your looks change slightly whenever you use the mark.\n8
You have horrific nightmares after you use your mark.\n\nOPTION: GREATER ABERRANT
POWERS\nAt the DM's option, a character who has the Aberrant Dragonmark feat has a
chance of manifesting greater power. Upon reaching 10th level, such a character has
a 10 percent chance of gaining an epic boon from among the options in chapter 7 of
the Dungeon Master's Guide. If the character fails to gain a boon, they have a 10
percent chance the next time they gain a level.\n If the character gains a boon,
the DM chooses it or determines it randomly. The character also permanently loses
one of their Hit Dice, and their hit point maximum is reduced by an amount equal to
a roll of that die plus their Constitution modifier (minimum reduction of 1). This
reduction can't be reversed by any means.", :key :aberrant-dragonmark-prerequisite-
no-other-dragonmark-}}, :orcpub.dnd.e5/backgrounds {:house-agent-deneith {:traits
[{:name "House Connections", :description "As an agent of your house, you can
always get food and lodging for yourself and your friends at a house enclave. When
the house assigns you a mission, it will usually provide you with the necessary
supplies and transportation. Beyond this, you have many old friends, mentors, and
rivals in your house, and you may encounter one of them when you interact with a
house business. The degree to which such acquaintances are willing to help you
depends on your current standing in your house."} {:description "You possess papers
identifying you as an agent of your house. Enter this manually as a custom
item.", :name "Equipment"}], :option-pack "Eberron - Rising from the Last War",
:name "House Agent: Deneith", :profs {:skill {:investigation true, :persuasion
true}, :tool {:land-vehicles true}, :tool-options {:gaming-set 1}}, :equipment
{:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-
deneith, :help "You have sworn fealty to House Deneith, one of the mighty
dragonmarked houses that shapes Khorvaire.\nFeature: House Connections"}, :house-
agent-orien {:traits [{:name "House Connections", :description "As an agent of your
house, you can always get food and lodging for yourself and your friends at a house
enclave. When the house assigns you a mission, it will usually provide you with the
necessary supplies and transportation. Beyond this, you have many old friends,
mentors, and rivals in your house, and you may encounter one of them when you
interact with a house business. The degree to which such acquaintances are willing
to help you depends on your current standing in your house."} {:name
"Equipment", :description "You possess papers identifying you as an agent of your
house. Enter this manually as a custom item."}], :option-pack "Eberron - Rising
from the Last War", :name "House Agent: Orien", :profs {:skill {:investigation
true, :persuasion true}, :tool {:land-vehicles true}, :tool-options {:gaming-set
1}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp
20}, :key :house-agent-orien, :help "You have sworn fealty to House Orien, one of
the mighty dragonmarked houses that shapes Khorvaire.\nFeature: House
Connections"}, :house-agent-thuranni {:traits [{:name "House
Connections", :description "As an agent of your house, you can always get food and
lodging for yourself and your friends at a house enclave. When the house assigns
you a mission, it will usually provide you with the necessary supplies and
transportation. Beyond this, you have many old friends, mentors, and rivals in your
house, and you may encounter one of them when you interact with a house business.
The degree to which such acquaintances are willing to help you depends on your
current standing in your house."} {:description "You possess papers identifying you
as an agent of your house. Enter this manually as a custom item.", :name
"Equipment"}], :option-pack "Eberron - Rising from the Last War", :name "House
Agent: Thuranni", :profs {:skill {:investigation true, :persuasion true}, :tool
{:poisoners-tools true}, :tool-options {:musical-instrument 1}}, :equipment
{:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-
thuranni, :help "You have sworn fealty to House Thuranni, one of the mighty
dragonmarked houses that shapes Khorvaire.\nFeature: House Connections"}, :house-
agent-jorasco {:traits [{:name "House Connections", :description "As an agent of
your house, you can always get food and lodging for yourself and your friends at a
house enclave. When the house assigns you a mission, it will usually provide you
with the necessary supplies and transportation. Beyond this, you have many old
friends, mentors, and rivals in your house, and you may encounter one of them when
you interact with a house business. The degree to which such acquaintances are
willing to help you depends on your current standing in your house."} {:name
"Equipment", :description "You possess papers identifying you as an agent of your
house. Enter this manually as a custom item."}], :option-pack "Eberron - Rising
from the Last War", :name "House Agent: Jorasco", :profs {:skill {:investigation
true, :persuasion true}, :tool {:alchemists-supplies true, :herbalism-kit
true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse
1}, :treasure {:gp 20}, :key :house-agent-jorasco, :help "You have sworn fealty to
House Jorasco, one of the mighty dragonmarked houses that shapes Khorvaire.\
nFeature: House Connections"}, :house-agent-cannith {:traits [{:name "House
Connections", :description "As an agent of your house, you can always get food and
lodging for yourself and your friends at a house enclave. When the house assigns
you a mission, it will usually provide you with the necessary supplies and
transportation. Beyond this, you have many old friends, mentors, and rivals in your
house, and you may encounter one of them when you interact with a house business.
The degree to which such acquaintances are willing to help you depends on your
current standing in your house."} {:name "Equipment", :description "You possess
papers identifying you as an agent of your house. Enter this manually as a custom
item."}], :option-pack "Eberron - Rising from the Last War", :name "House Agent:
Cannith", :profs {:skill {:investigation true, :persuasion true}, :tool
{:alchemists-supplies true, :tinkers-tools true}}, :equipment {:clothes-fine
1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-cannith, :help
"You have sworn fealty to House Cannith, one of the mighty dragonmarked houses that
shapes Khorvaire.\nFeature: House Connections"}, :house-agent-vadalis {:traits
[{:name "House Connections", :description "As an agent of your house, you can
always get food and lodging for yourself and your friends at a house enclave. When
the house assigns you a mission, it will usually provide you with the necessary
supplies and transportation. Beyond this, you have many old friends, mentors, and
rivals in your house, and you may encounter one of them when you interact with a
house business. The degree to which such acquaintances are willing to help you
depends on your current standing in your house."} {:description "You possess papers
identifying you as an agent of your house. Enter this manually as a custom
item.", :name "Equipment"}], :option-pack "Eberron - Rising from the Last
War", :name "House Agent: Vadalis", :profs {:skill {:investigation
true, :persuasion true}, :tool {:land-vehicles true, :herbalism-kit true}, :tool-
options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp
20}, :key :house-agent-vadalis, :help "You have sworn fealty to House Vadalis, one
of the mighty dragonmarked houses that shapes Khorvaire.\nFeature: House
Connections"}, :house-agent-phiarlan {:traits [{:name "House
Connections", :description "As an agent of your house, you can always get food and
lodging for yourself and your friends at a house enclave. When the house assigns
you a mission, it will usually provide you with the necessary supplies and
transportation. Beyond this, you have many old friends, mentors, and rivals in your
house, and you may encounter one of them when you interact with a house business.
The degree to which such acquaintances are willing to help you depends on your
current standing in your house."} {:name "Equipment", :description "You possess
papers identifying you as an agent of your house. Enter this manually as a custom
item."}], :option-pack "Eberron - Rising from the Last War", :name "House Agent:
Phiarlan", :profs {:skill {:investigation true, :persuasion true}, :tool
{:disguise-kit true}, :tool-options {:musical-instrument 1}}, :equipment {:clothes-
fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-
phiarlan, :help "You have sworn fealty to House Phiarlan, one of the mighty
dragonmarked houses that shapes Khorvaire.\nFeature: House Connections"}, :house-
agent-ghallanda {:traits [{:name "House Connections", :description "As an agent of
your house, you can always get food and lodging for yourself and your friends at a
house enclave. When the house assigns you a mission, it will usually provide you
with the necessary supplies and transportation. Beyond this, you have many old
friends, mentors, and rivals in your house, and you may encounter one of them when
you interact with a house business. The degree to which such acquaintances are
willing to help you depends on your current standing in your house."} {:description
"You possess papers identifying you as an agent of your house. Enter this manually
as a custom item.", :name "Equipment"}], :option-pack "Eberron - Rising from the
Last War", :name "House Agent: Ghallanda", :profs {:skill {:investigation
true, :persuasion true}, :tool {:brewers-supplies true, :cooks-utensils
true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse
1}, :treasure {:gp 20}, :key :house-agent-ghallanda, :help "You have sworn fealty
to House Ghallanda, one of the mighty dragonmarked houses that shapes Khorvaire.\
nFeature: House Connections"}, :house-agent-tharashk {:traits [{:name "House
Connections", :description "As an agent of your house, you can always get food and
lodging for yourself and your friends at a house enclave. When the house assigns
you a mission, it will usually provide you with the necessary supplies and
transportation. Beyond this, you have many old friends, mentors, and rivals in your
house, and you may encounter one of them when you interact with a house business.
The degree to which such acquaintances are willing to help you depends on your
current standing in your house."} {:description "You possess papers identifying you
as an agent of your house. Enter this manually as a custom item.", :name
"Equipment"}], :option-pack "Eberron - Rising from the Last War", :name "House
Agent: Tharashk", :profs {:skill {:investigation true, :persuasion true}, :tool
{:thieves-tools true}, :tool-options {:gaming-set 1}}, :equipment {:clothes-fine 1,
:signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-tharashk, :help
"You have sworn fealty to House Tharashk, one of the mighty dragonmarked houses
that shapes Khorvaire.\nFeature: House Connections"}, :house-agent-lyrandar
{:traits [{:name "House Connections", :description "As an agent of your house, you
can always get food and lodging for yourself and your friends at a house enclave.
When the house assigns you a mission, it will usually provide you with the
necessary supplies and transportation. Beyond this, you have many
old friends, mentors, and rivals in your house, and you may encounter one of them
when you interact with a house business. The degree to which such acquaintances are
willing to help you depends on your current standing in your house."} {:name
"Equipment", :description "You possess papers identifying you as an agent of your
house. Enter this manually as a custom item."}], :option-pack "Eberron - Rising
from the Last War", :name "House Agent: Lyrandar", :profs {:skill {:investigation
true, :persuasion true}, :tool {:water-vehicles true, :navigators-tools
true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse
1}, :treasure {:gp 20}, :key :house-agent-lyrandar, :help "You have sworn fealty to
House Lyrandar, one of the dragonmarked houses that shapes Khorvaire.\nFeature:
House Connections"}, :house-agent-medani {:traits [{:name "House
Connections", :description "As an agent of your house, you can always get food and
lodging for yourself and your friends at a house enclave. When the house assigns
you a mission, it will usually provide you with the necessary supplies and
transportation. Beyond this, you have many old friends, mentors, and rivals in your
house, and you may encounter one of them when you interact with a house business.
The degree to which such acquaintances are willing to help you depends on your
current standing in your house."} {:name "Equipment", :description "You possess
papers identifying you as an agent of your house. Enter this manually as a custom
item."}], :option-pack "Eberron - Rising from the Last War", :name "House Agent:
Medani", :profs {:skill {:investigation true, :persuasion true}, :tool {:thieves-
tools true, :disguise-kit true}, :tool-options {}}, :equipment {:clothes-fine
1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-medani, :help
"You have sworn fealty to House Medani, one of the mighty dragonmarked houses that
shapes Khorvaire.\nFeature: House Connections"}, :house-agent-sivis {:traits
[{:name "House Connections", :description "As an agent of your house, you can
always get food and lodging for yourself and your friends at a house enclave. When
the house assigns you a mission, it will usually provide you with the necessary
supplies and transportation. Beyond this, you have many old friends, mentors, and
rivals in your house, and you may encounter one of them when you interact with a
house business. The degree to which such acquaintances are willing to help you
depends on your current standing in your house."} {:name "Equipment", :description
"You possess papers identifying you as an agent of your house. Enter this manually
as a custom item."}], :option-pack "Eberron - Rising from the Last War", :name
"House Agent: Sivis", :profs {:skill {:investigation true, :persuasion true}, :tool
{:calligraphers-supplies true, :forgery-kit true}, :tool-options {}}, :equipment
{:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-
sivis, :help "You have sworn fealty to House Sivis, one of the mighty dragonmarked
houses that shapes Khorvaire.\nFeature: House Connections"}, :house-agent-kundarak
{:traits [{:name "House Connections", :description "As an agent of your house, you
can always get food and lodging for yourself and your friends at a house enclave.
When the house assigns you a mission, it will usually provide you with the
necessary supplies and transportation. Beyond this, you have many old friends,
mentors, and rivals in your house, and you may encounter one of them when you
interact with a house business. The degree to which such acquaintances are willing
to help you depends on your current standing in your house."} {:name
"Equipment", :description "You possess papers identifying you as an agent of your
house. Enter this manually as a custom item."}], :option-pack "Eberron - Rising
from the Last War", :name "House Agent: Kundarak", :profs {:skill {:investigation
true, :persuasion true}, :tool {:tinkers-tools true, :thieves-tools true}, :tool-
options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp
20}, :key :house-agent-kundarak, :help "You have sworn fealty to House Kundarak,
one of the mighty dragonmarked houses that shapes Khorvaire.\nFeature: House
Connections"}}, :orcpub.dnd.e5/subraces {:mark-of-healing {:race :halfling, :traits
[{:description "When you make a Wisdom (Medicine) check or an ability check using
an herbalism kit, you can roll a d4 and add the number rolled to the ability
check.", :name "Medical Intuition"} {:description "You can cast the cure wounds
spell with this trait. Starting at 3rd level, you can also cast lesser restoration
with it. Once you cast either spell with this trait, you can't cast that spell with
it again until you finish a long rest. Wisdom is your spellcasting ability for
these spells.", :name "Healing Touch"} {:description "If you have the Spellcasting
or the Pact Magic class feature, the spells on the Mark of Healing Spells table are
added to the spell list of your spellcasting class.\n\nMARK OF HEALING SPELLS\
nSpell Level Spells\n lst cure wounds, healing word\n 2nd
lesser restoration, prayer of healing\n 3rd aura of vitality, mass
healing word\n 4th aura of purity, aura of life\n 5th greater
restoration", :name "Spells of the Mark"}], :option-pack "Eberron - Rising from the
Last War", :name "Mark of Healing", :abilities {:orcpub.dnd.e5.character/wis
1}, :spells [{:value {:level 1, :key :cure-
wounds, :ability :orcpub.dnd.e5.character/wis}} {:level 3, :value {:level
2, :key :lesser-restoration, :ability :orcpub.dnd.e5.character/wis}}], :key :mark-
of-healing}, :mark-of-warding {:race :dwarf, :traits [{:description "When you make
an Intelligence (Investigation) check or an ability check using thieves' tools, you
can roll a d4 and add the number rolled to the ability check.", :name "Warder's
Intuition"} {:description "You can cast the alarm and mage armor spells with this
trait. Starting at 3rd level, you can also cast the arcane lock spell with it. Once
you cast any of these spells with this trait, you can't cast that spell with it
again until you finish a long rest. Intelligence is your spellcasting ability for
these spells, and you don't need material components for them when you cast them
with this trait.", :name "Wards and Seals"} {:description "If you have the
Spellcasting or the Pact Magic class feature, the spells on the Mark of Warding
Spells table are added to the spell list of your spellcasting class.\n\nMARK OF
WARDING SPELLS\nSpell Level Spells\n 1st alarm, armor of Agathys\n
2nd arcane lock, knock\n 3rd glyph of warding, magic circle\n
4th Leomund's secret chest, Mordenkainen'sfaithful hound\n 5th
antilife shell", :name "Spells of the Mark"}], :option-pack "Eberron - Rising from
the Last War", :name "Mark of Warding", :abilities {:orcpub.dnd.e5.character/int
1}, :spells [{:value {:level 1, :key :alarm, :ability
:orcpub.dnd.e5.character/int}} {:value {:level 1, :key :mage-
armor, :ability :orcpub.dnd.e5.character/int}} {:value {:level 2, :key :arcane-
lock, :ability :orcpub.dnd.e5.character/int}}], :key :mark-of-warding}, :mark-of-
scribing {:race :gnome, :traits [{:description "When you make an Intelligence
(History) check or an ability check using calligrapher's supplies, you can roll a
d4 and add the number rolled to the ability check.", :name "Gifted Scribe"}
{:description "You know the message cantrip. You can also cast comprehend languages
once with this trait, and you regain the ability to cast it when you finish a short
or long rest. Starting at 3rd level, you can cast the magic mouth spell with this
trait, and you regain the ability to cast it when you finish a long rest.
Intelligence is your spellcasting ability for these spells.", :name "Scribe's
Insight"} {:description "If you have the Spellcasting or the Pact Magic class
feature, the spells on the Mark of Scribing Spells table are added to the spell
list of your spellcasting class.\n\nMARK OF SCRIBING SPELLS\nSpell Level Spells\
n 1st comprehend languages, illusory script\n 2nd animal
messenger, silence\n 3rd sending, tongues\n 4th arcane eye,
confusion\n 5th dream", :name "Spells of the Mark"}], :option-pack
"Eberron - Rising from the Last War", :name "Mark of Scribing", :abilities
{:orcpub.dnd.e5.character/cha 1}, :spells [{:value
{:key :message, :ability :orcpub.dnd.e5.character/int}} {:value {:level
1, :key :comprehend-languages, :ability :orcpub.dnd.e5.character/int}} {:level
3, :value {:level 2, :key :magic-mouth, :ability
:orcpub.dnd.e5.character/int}}], :key :mark-of-scribing}, :mark-of-handling-con-
{:race :human-mark-of-handling, :traits [], :option-pack "Eberron - Rising from the
Last War", :name "Mark of Handling (CON)", :abilities {:orcpub.dnd.e5.character/con
1}, :key :mark-of-handling-con-}, :changeling-dex- {:race :changeling, :traits
[], :option-pack "Eberron - Rising from the Last War", :name "Changeling
(DEX)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :changeling-dex-}, :mark-
of-hospitality {:race :halfling, :traits [{:description "When you make a Charisma
(Persuasion) check or an ability check involving brewer's supplies or cook's
utensils, you can roll a d4 and add the number rolled to the ability check.", :name
"Ever Hospitable"} {:description "You know the prestidigitation cantrip. You can
also cast the purify food and drink and unseen servant spells with this trait. Once
you cast either spell with this trait, you can't cast that spell with it again
until you finish long rest. Charisma is your spellcasting ability for these
spells.", :name "Innkeeper's Magic"} {:description "If you have the Spellcasting or
the Pact Magic class feature, the spells on the Mark of Hospitality Spells table
are added
to the spell list of your spellcasting class.\n\nMARK OF HOSPITALITY SPELLS\nSpell
Level Spells\n 1st goodberry, sleep\n 2nd aid, calm
emotions\n 3rd create food and water, Leomund's tiny hut\n 4th
aura of purity, Mordenkainen's private sanctum\n 5th hallow", :name
"Spells of the Mark"}], :option-pack "Eberron - Rising from the Last War", :name
"Mark of Hospitality", :abilities {:orcpub.dnd.e5.character/cha 1}, :spells
[{:value {:key :prestidigitation, :ability :orcpub.dnd.e5.character/cha}} {:value
{:level 1, :key :purify-food-and-drink, :ability :orcpub.dnd.e5.character/cha}}
{:value {:level 1, :key :unseen-servant, :ability
:orcpub.dnd.e5.character/cha}}], :key :mark-of-hospitality}, :mark-of-passage-int-
{:race :human-mark-of-passage, :traits [], :option-pack "Eberron - Rising from the
Last War", :name "Mark of Passage (INT)", :abilities {:orcpub.dnd.e5.character/int
1}, :key :mark-of-passage-int-}, :longtooth {:race :shifter, :traits [{:name
"Shifting Feature", :description "While shifted, you can use your elongated fangs
to make an unarmed strike as a bonus action. If you hit with your fangs, you can
deal piercing damage equal to 1d6 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike."} {:description "You have
proficiency in the Intimidation skill.", :name "Fierce"}], :option-pack "Eberron -
Rising from the Last War", :name "Longtooth", :abilities
{:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/dex 1}, :props {:skill-
prof {:intimidation true}}, :key :longtooth}, :wildhunt {:race :shifter, :traits
[{:name "Shifting Feature", :description "While shifted, you have advantage on
Wisdom checks, and no creature within 30 feet of you can make an attack roll with
advantage against you, unless you're incapacitated."} {:description "You have
proficiency in the Survival skill.", :name "Natural Tracker"}], :option-pack
"Eberron - Rising from the Last War", :name "Wildhunt", :abilities
{:orcpub.dnd.e5.character/wis 2, :orcpub.dnd.e5.character/dex 1}, :props {:skill-
prof {:survival true}}, :key :wildhunt}, :mark-of-passage-str- {:race :human-mark-
of-passage, :traits [], :option-pack "Eberron - Rising from the Last War", :name
"Mark of Passage (STR)", :abilities {:orcpub.dnd.e5.character/str 1}, :key :mark-
of-passage-str-}, :mark-of-making-str- {:race :human-mark-of-making, :traits
[], :option-pack "Eberron - Rising from the Last War", :name "Mark of Making
(STR)", :abilities {:orcpub.dnd.e5.character/str 1}, :key :mark-of-making-
str-}, :mark-of-handling-int- {:race :human-mark-of-handling, :traits [], :option-
pack "Eberron - Rising from the Last War", :name "Mark of Handling
(INT)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :mark-of-handling-
int-}, :swiftstride {:race :shifter, :traits [{:name "Shifting
Feature", :description "While shifted, your walking speed increases by 10 feet.
Additionally, you can move up to 10 feet as a reaction when a creature ends its
turn within 5 feet of you. This reactive movement doesn't provoke opportunity
attacks."} {:description "You have proficiency in the Acrobatics skill.", :name
"Graceful"}], :option-pack "Eberron - Rising from the Last War", :name
"Swiftstride", :abilities {:orcpub.dnd.e5.character/dex
2, :orcpub.dnd.e5.character/cha 1}, :props {:skill-prof {:acrobatics
true}}, :key :swiftstride}, :mark-of-storm {:race :half-elf-mark-of-storm, :traits
[], :name "Mark of Storm", :option-pack "Eberron - Rising from the Last
War", :props {:saving-throw-advantage {:charmed true}}, :key :mark-of-
storm}, :mark-of-handling-str- {:race :human-mark-of-handling, :traits [], :option-
pack "Eberron - Rising from the Last War", :name "Mark of Handling
(STR)", :abilities {:orcpub.dnd.e5.character/str 1}, :key :mark-of-handling-
str-}, :mark-of-detection-str- {:race :half-elf-mark-of-detection, :traits
[], :option-pack "Eberron - Rising from the Last War", :name "Mark of Detection
(STR)", :abilities {:orcpub.dnd.e5.character/str 1}, :key :mark-of-detection-
str-, :props {:saving-throw-advantage {:charmed true}}}, :beasthide
{:race :shifter, :traits [{:name "Shifting Feature", :description "Whenever you
shift, you gain 1d6 additional temporary hit points. While shifted, you have a +1
bonus to your AC."} {:description "You have proficiency in the Athletics
skill.", :name "Natural Athlete"}], :option-pack "Eberron - Rising from the Last
War", :name "Beasthide", :abilities {:orcpub.dnd.e5.character/str
1, :orcpub.dnd.e5.character/con 2}, :props {:skill-prof {:athletics
true}}, :key :beasthide}, :mark-of-handling-cha- {:race :human-mark-of-
handling, :traits [], :option-pack "Eberron - Rising from the Last War", :name
"Mark of Handling (CHA)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :mark-
of-handling-cha-}, :mark-of-making-wis- {:race :human-mark-of-making, :traits
[], :option-pack "Eberron - Rising from the Last War", :name "Mark of Making
(WIS)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :mark-of-making-
wis-}, :warforged-dex- {:race :warforged, :traits [], :option-pack "Eberron -
Rising from the Last War", :name "Warforged (DEX)", :abilities
{:orcpub.dnd.e5.character/dex 1}, :key :warforged-dex-, :props {:saving-throw-
advantage {:poisoned true}}}, :mark-of-making-dex- {:race :human-mark-of-
making, :traits [], :option-pack "Eberron - Rising from the Last War", :name "Mark
of Making (DEX)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :mark-of-
making-dex-}, :mark-of-detection-con- {:race :half-elf-mark-of-detection, :traits
[], :option-pack "Eberron - Rising from the Last War", :name "Mark of Detection
(CON)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :mark-of-detection-
con-, :props {:saving-throw-advantage {:charmed true}}}, :mark-of-detection-int-
{:race :half-elf-mark-of-detection, :traits [], :option-pack "Eberron - Rising from
the Last War", :name "Mark of Detection (INT)", :abilities
{:orcpub.dnd.e5.character/int 1}, :key :mark-of-detection-int-, :props {:saving-
throw-advantage {:charmed true}}}, :mark-of-passage-wis- {:race :human-mark-of-
passage, :traits [], :option-pack "Eberron - Rising from the Last War", :name "Mark
of Passage (WIS)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :mark-of-
passage-wis-}, :mark-of-detection-cha- {:race :half-elf-mark-of-detection, :traits
[], :option-pack "Eberron - Rising from the Last War", :name "Mark of Detection
(CHA)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :mark-of-detection-
cha-, :props {:saving-throw-advantage {:charmed true}}}, :mark-of-making-cha-
{:race :human-mark-of-making, :traits [], :option-pack "Eberron - Rising from the
Last War", :name "Mark of Making (CHA)", :abilities {:orcpub.dnd.e5.character/cha
1}, :key :mark-of-making-cha-}, :changeling-wis- {:race :changeling, :traits
[], :option-pack "Eberron - Rising from the Last War", :name "Changeling
(WIS)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :changeling-
wis-}, :changeling-str- {:race :changeling, :traits [], :option-pack "Eberron -
Rising from the Last War", :name "Changeling (STR)", :abilities
{:orcpub.dnd.e5.character/str 1}, :key :changeling-str-}, :changeling-cha-
{:race :changeling, :traits [], :option-pack "Eberron - Rising from the Last
War", :name "Changeling (CHA)", :abilities {:orcpub.dnd.e5.character/cha
1}, :key :changeling-cha-}, :mark-of-detection-dex- {:race :half-elf-mark-of-
detection, :traits [], :option-pack "Eberron - Rising from the Last War", :name
"Mark of Detection (DEX)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :mark-
of-detection-dex-, :props {:saving-throw-advantage {:charmed true}}}, :warforged-
str- {:race :warforged, :traits [], :name "Warforged (STR)", :abilities
{:orcpub.dnd.e5.character/str 1}, :option-pack "Eberron - Rising from the Last
War", :key :warforged-str-, :props {:saving-throw-advantage {:poisoned
true}}}, :warforged-wis- {:race :warforged, :traits [], :option-pack "Eberron -
Rising from the Last War", :name "Warforged (WIS)", :abilities
{:orcpub.dnd.e5.character/wis 1}, :key :warforged-wis-, :props {:saving-throw-
advantage {:poisoned true}}}, :changeling-con- {:race :changeling, :traits
[], :option-pack "Eberron - Rising from the Last War", :name "Changeling
(CON)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :changeling-con-}, :mark-
of-making-con- {:race :human-mark-of-making, :traits [], :option-pack "Eberron -
Rising from the Last War", :name "Mark of Making (CON)", :abilities
{:orcpub.dnd.e5.character/con 1}, :key :mark-of-making-con-}, :changeling-int-
{:race :changeling, :traits [], :option-pack "Eberron - Rising from the Last
War", :name "Changeling (INT)", :abilities {:orcpub.dnd.e5.character/int
1}, :key :changeling-int-}, :warforged-cha- {:race :warforged, :traits [], :option-
pack "Eberron - Rising from the Last War", :name "Warforged (CHA)", :abilities
{:orcpub.dnd.e5.character/cha 1}, :key :warforged-cha-, :props {:saving-throw-
advantage {:poisoned true}}}, :mark-of-shadow {:race :elf, :traits [{:description
"When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll
a d4 and add the number rolled to the ability check.", :name "Cunning Intuition"}
{:description "You know the minor illusion cantrip. Starting at 3rd level, you can
cast the invisibility spell once with this trait, and you regain the ability to
cast it when you finish a long rest. Charisma is your spellcasting ability for
these spells.", :name "Shape Shadows"} {:description "If you have the Spellcasting
or the Pact Magic class feature, the spells on the Mark of Shadow Spells table are
added to the spell list of your spellcasting class.\n\nMARK OF SHADOW SPELLS\nSpell
Level Spells\n lst disguise self, silent image\n 2nd
darkness, pass without trace\n 3rd clairvoyance, major image\n 4th
greater invisibility, hallucinatory terrain\n 5th
mislead", :name "Spells of the Mark"}], :option-pack "Eberron - Rising
from the Last War", :name "Mark of Shadow", :abilities
{:orcpub.dnd.e5.character/cha 1}, :spells [{:value {:key :minor-
illusion, :ability :orcpub.dnd.e5.character/cha}} {:level 3, :value {:level 2, :key
:invisibility, :ability :orcpub.dnd.e5.character/cha}}], :key :mark-of-
shadow}, :mark-of-handling-dex- {:race :human-mark-of-handling, :traits
[], :option-pack "Eberron - Rising from the Last War", :name "Mark of Handling
(DEX)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :mark-of-handling-
dex-}, :mark-of-passage-cha- {:race :human-mark-of-passage, :traits [], :option-
pack "Eberron - Rising from the Last War", :name "Mark of Passage
(CHA)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :mark-of-passage-
cha-}, :warforged-int- {:race :warforged, :traits [], :name "Warforged
(INT)", :option-pack "Eberron - Rising from the Last War", :abilities
{:orcpub.dnd.e5.character/int 1}, :key :warforged-int-, :props {:saving-throw-
advantage {:poisoned true}}}, :mark-of-passage-con- {:race :human-mark-of-
passage, :traits [], :option-pack "Eberron - Rising from the Last War", :name "Mark
of Passage (CON)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :mark-of-
passage-con-}}, :orcpub.dnd.e5/spells {:gust {:description "You seize the air and
compel it to create one of the following effects at a point you can see within
range:\n • One Medium or smaller creature that you choose must succeed on a
Strength saving throw or be pushed up to 5 feet away from you.\n • You create a
small blast of air capable of moving one object that is neither held nor carried
and that weighs no more than 5 pounds. This object is pushed up to 10 feet away
from you. It isn't pushed with enough force to cause damage.\n • You create a
harmless sensory effect using air, such as causing leaves to rustle, wind to slam
shutters closed, or your clothing to billow impressively in a breeze.", :key :gust,
:school "transmutation", :name "Gust", :duration "Instantaneous", :level
0, :option-pack "Eberron - Rising from the Last War", :components {:verbal
true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric
false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock
false, :wizard true}, :range "30 feet"}}, :orcpub.dnd.e5/selections {:artificer-
tool-proficiency {:options [{:description "You have proficiency with artisan's
tools (Alchemist's supplies).", :name "Alchemist's supplies"} {:description "You
have proficiency with artisan's tools (Brewer's supplies).", :name "Brewer's
supplies"} {:description "You have proficiency with artisan's tools (Calligrapher's
supplies).", :name "Calligrapher's supplies"} {:description "You have proficiency
with artisan's tools (Carpenter's tools).", :name "Carpenter's tools"}
{:description "You have proficiency with artisan's tools (Cartographer's
tools).", :name "Cartographer's tools"} {:description "You have proficiency with
artisan's tools (Cobbler's tools).", :name "Cobbler's tools"} {:description "You
have proficiency with artisan's tools (Cook's utensils).", :name "Cook's utensils"}
{:description "You have proficiency with artisan's tools (Glassblower's
tools).", :name "Glassblower's tools"} {:description "You have proficiency with
artisan's tools (Jeweler's tools).", :name "Jeweler's tools"} {:description "You
have proficiency with artisan's tools (Leatherworker's tools).", :name
"Leatherworker's tools"} {:description "You have proficiency with artisan's tools
(Mason's tools).", :name "Mason's tools"} {:description "You have proficiency with
artisan's tools (Painter's supplies).", :name "Painter's supplies"} {:description
"You have proficiency with artisan's tools (Potter's tools).", :name "Potter's
tools"} {:description "You have proficiency with artisan's tools (Smith's tools).",
:name "Smith's tools"} {:description "You have proficiency with artisan's tools
(Weaver's tools).", :name "Weaver's tools"} {:description "You have proficiency
with artisan's tools (Woodcarver's tools).", :name "Woodcarver's tools"}], :option-
pack "Eberron - Rising from the Last War", :name "Artificer Tool Proficiency", :key
:artificer-tool-proficiency}, :artificer-infusions {:options [{:description "Item:
A pair of boots (requires attunement)\n While wearing these boots, a creature can
teleport up to 15 feet as a bonus action to an unoccupied space the creature can
see. The creature must have occupied that space at some point during the current
turn.", :name "Infusion: Boots of the Winding Path (Prerequisite: 6th-level
artificer)"} {:description "Item: A suit of armor or a shield\n A creature gains
a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused
item.\n The bonus increases to +2 when you reach 10th level in this class. Enter
this manually as a custom item that grants AC.", :name "Infusion: Enhanced
Defense"} {:description "Item: A simple or martial weapon\n This magic weapon
grants a +1 bonus to attack and damage rolls made with it.\n The bonus increases
to +2 when you reach 10th level in this class.", :name "Infusion: Enhanced Weapon"}
{:description "Item: A simple or martial weapon (requires attunement)\n This
magic weapon grants a +1 bonus to attack and damage rolls made with it. While
holding it, the wielder can take a bonus action to cause it to shed bright light in
a 30-foot radius and dim light for an additional 30 feet. The wielder can
extinguish the light as a bonus action.\n The weapon has 4 charges. As a reaction
immediately after being hit by an attack, the wielder can expend 1 charge and cause
the attacker to be blinded until the end of the attacker's next turn, unless the
attacker succeeds on a Constitution saving throw against your spell save DC. The
weapon regains ld4 expended charges daily at dawn.", :name "Infusion: Radiant
Weapon (Prerequisite: 6th-level artificer)"} {:description "Item: A suit of armor
(requires attunement)\n While wearing this armor, a creature has resistance to
one of the following damage types, which you choose when you infuse the item: acid,
cold, fire, force, lightning, necrotic, poison, psychic, radiant, or
thunder.", :name "Infusion: Resistant Armor (Prerequisite: 6th-level artificer)"}
{:description "Item: A simple or martial weapon with the thrown property\n This
magic weapon grants a +1 bonus to attack and damage rolls made with it, and it
returns to the wielder's hand immediately after it is used to make a ranged
attack.", :name "Infusion: Returning Weapon"} {:description "Using this infusion,
you replicate a particular magic item; an Alchemy Jug. See the item's description
in the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Alchemy Jug"} {:description "Using this infusion, you
replicate a particular magic item; a Bag of Holding. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Bag of Holding"} {:description "Using this infusion, you
replicate a particular magic item; a Cap of Water Breathing. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Cap of Water Breathing"} {:description
"Using this infusion, you replicate a particular magic item; a Cloak of the Manta
Ray. See the item's description in the Dungeon Master's Guide for more information
about it, including the type of object required for its making and whether it
requires attunement.", :name "Infusion: Replicate Cloak of the Manta Ray
(Prerequisite: 6th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Goggles of Night. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Goggles of Night"} {:description "Using this infusion, you
replicate a particular magic item; a Lantern of Revealing. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Lantern of Revealing (Prerequisite: 6th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Rope of Climbing. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Rope of
Climbing"} {:description "Using this infusion, you replicate a particular magic
item; Sending Stones. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Sending Stones"}
{:description "Using this infusion, you replicate a particular magic item; a Wand
of Magic Detection. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Wand of Magic
Detection"} {:description "Using this infusion, you replicate a particular magic
item; a Wand of Secrets. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Wand of Secrets"}
{:description "Using this
infusion, you replicate a particular magic item; Boots of Elvenkind. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Boots of Elvenkind (Prerequisite: 6th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; Boots of Striding and Springing. See the item's description in the
Dungeon Master's Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Infusion:
Replicate Boots of Striding and Springing (Prerequisite: 10th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; Boots of
the Winterlands. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Boots of the
Winterlands (Prerequisite: 10th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; Bracers of Archery. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Bracers of Archery (Prerequisite: 10th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Brooch of Shielding. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Infusion: Replicate
Brooch of Shielding (Prerequisite: 10th-level artificer)"} {:description "Using
this infusion, you replicate a particular magic item; a Cloak of Elvenkind. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Cloak of Elvenkind (Prerequisite: 6th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Cloak of Protection. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Infusion: Replicate
Cloak of Protection (Prerequisite: 10th-level artificer)"} {:description "Using
this infusion, you replicate a particular magic item; Eyes of Charming. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Eyes of Charming (Prerequisite: 6th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; Eyes of the Eagle. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Eyes of the Eagle
(Prerequisite: 10th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Gauntlets of Ogre Power. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Gauntlets of Ogre Power (Prerequisite:
10th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; Gloves of Missile Snaring. See the item's description in the
Dungeon Master's Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Infusion:
Replicate Gloves of Missile Snaring (Prerequisite: 10th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; Gloves
of Swimming and Climbing. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Gloves of Swimming
and Climbing (Prerequisite: 10th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; Gloves of Thievery. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Gloves of Thievery (Prerequisite: 6th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Hat of Disguise. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Hat of
Disguise (Prerequisite: 10th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; a Headband of Intellect. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Headband of Intellect (Prerequisite: 10th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Helm of Telepathy. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Helm of
Telepathy (Prerequisite: 10th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Medallion of Thoughts. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Medallion of Thoughts (Prerequisite: 10th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Periapt of Wound Closure. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Infusion: Replicate
Periapt of Wound Closure (Prerequisite: 10th-level artificer)"} {:description
"Using this infusion, you replicate a particular magic item; Pipes of the Sewers.
See the item's description in the Dungeon Master's Guide for more information about
it, including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Pipes of the Sewers (Prerequisite: 10th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Quiver of Ehlonna. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Quiver of
Ehlonna (Prerequisite: 10th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; a Ring of Jumping. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Ring of Jumping (Prerequisite: 10th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; a Ring of Mind Shielding. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Ring of
Mind Shielding (Prerequisite: 10th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Ring of Water Walking. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Ring of Water Walking (Prerequisite: 6th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; Slippers of Spider Climbing. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Infusion: Replicate
Slippers of Spider Climbing (Prerequisite: 10th-level artificer)"} {:description
"Using this infusion, you replicate a particular magic item; Winged Boots. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Winged Boots (Prerequisite: 10th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; an Amulet of Health. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Amulet of Health
(Prerequisite: 14th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Belt of Hill Giant Strength. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Belt of Hill Giant Strength (Prerequisite:
14th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; Boots
of Levitation. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Boots of Levitation
(Prerequisite: 14th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Boots of Speed. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Boots of Speed (Prerequisite: 14th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; Bracers
of Defense. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Bracers of Defense
(Prerequisite: 14th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Cloak of the Bat. See the item's description
in the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Cloak of the Bat (Prerequisite: 14th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item;
Dimensional Shackles. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Dimensional Shackles
(Prerequisite: 14th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Gem of Seeing. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Gem of Seeing (Prerequisite: 14th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; a Horn
of Blasting. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Infusion: Replicate Horn of Blasting
(Prerequisite: 14th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Ring of Free Action. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Ring of Free Action (Prerequisite: 14th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Ring of Protection. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Infusion: Replicate
Ring of Protection (Prerequisite: 14th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Ring of the Ram. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Ring of the Ram (Prerequisite: 14th-level
artificer)"} {:description "Item: A simple or martial weapon with the ammunition
property (requires attunement)\n\nThis magic weapon grants a + 1 bonus to attack
and damage rolls made with it when it's used to make a ranged attack, and it
ignores the loading property if it has it.\n If you load no ammunition in the
weapon, it produces its own, automatically creating one piece of magic ammunition
when you make a ranged attack with it. The ammunition created by the weapon
vanishes the instant after it hits or misses a target.", :name "Infusion: Repeating
Shot"} {:description "Item: A shield (requires attunement)\n\nA creature gains a +
1 bonus to Armor Class while wielding this shield.\n The shield has 4 charges.
While holding it, the wielder can use a reaction immediately after being hit by a
melee attack to expend 1 of the shield's charges and push the attacker up to 15
feet away. The shield regains ld4 expended charges daily at dawn.", :name
"Infusion: Repulsion Shield (Prerequisite: 6th-level artificer)"} {:description
"Item: A rod, staff, or wand (requires attunement)\n\nWhile holding this item, a
creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores
half cover when making a spell attack.\n The bonus increases to +2 when you
reach 10th level in this class.", :name "Enhanced Arcane Focus"} {:description
"Item: A gem worth at least 100 gp or a dragonshard\n\nYou learn intricate methods
for magically creating a special homunculus that serves you. The item you infuse
serves as the creature's heart, around which the creature's body instantly forms.\n
You determine the homunculus's appearance. Some artificers prefer mechanical-
looking birds, whereas some like winged vials or miniature, animate cauldrons.\n
The homunculus is friendly to you and your companions, and it obeys your commands.
See this creature's game statistics in the Homunculus Servant stat block.\n In
combat, the homunculus shares your initiative count, but it takes its turn
immediately after yours. It can move and use its reaction on its own, but the only
action it takes on its turn is the Dodge action, unless you take a bonus action on
your turn to command it to take the action in its stat block or the Dash,
Disengage, Help, Hide, or Search action.\n The homunculus regains 2d6 hit
points if the mending spell is cast on it. If it dies, it vanishes, leaving its
heart in its space.", :name "Homunculus Servant (Prerequisite: 6th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; an Armblade. See the item's description in chapter 5 of Rising from the Last
War for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Armblade"}
{:description "Using this infusion, you replicate a particular magic item; a
Prosthetic Limb. See the item's description in chapter 5 of Rising from the Last
War for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Prosthetic
Limb"} {:description "Using this infusion, you replicate a particular magic item; a
Wand Sheath. See the item's description in chapter 5 of Rising from the Last War
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Infusion: Replicate Wand Sheath
(Prerequisite: 6th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Pipes of Haunting. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Infusion: Replicate Pipes of Haunting (Prerequisite: 6th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; a
Ventilating Lung. See the item's description in chapter 5 of Rising from the Last
War for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Infusion: Replicate Ventilating
Lung (Prerequisite: 10th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; an Arcane Propulsion Arm. See the item's
description in chapter 5 of Rising from the Last War for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Infusion: Replicate Arcane Propulsion Arm (Prerequisite: 14th-
level artificer)"} {:description "Item: A suit of armor (requires attunement)\
nWhile wearing this armor, a creature can use its Intelligence modifier in place of
its Strength modifier when making Strength checks and Strength saving throws.\n
The armor has 4 charges. As a reaction when it would be knocked prone, the wearer
can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges
daily at dawn.", :name "Infusion: Armor of Magical Strength (Prerequisite: 10th-
level artificer)"} {:description "Item: A suit of armor\nAs an action, a creature
wearing this infused armor can integrate into it artisan's tools or thieves' tools.
The tools remain integrated in the armor for 8 hours or until the wearer removes
the tools as an action. The armor can have only one tool integrated at a time.\n
The wearer can add its Intelligence modifier to any ability checks it makes with
the integrated tool. The wearer must have a hand free to use the tool.", :name
"Infusion: Armor of Tools"} {:description "Item: A helmet (requires attunement)\
nWhile wearing this helmet, a creature has advantage on initiative rolls. In
addition, the wearer can't be surprised, provided it isn't incapacitated.", :name
"Infusion: Helm of Awareness (Prerequisite: 10th-level artificer)"} {:description
"Item: A suit of armor or robes\nThe infused item can send a jolt to the wearer to
refocus their mind. While wearing this infused item, whenever the creature fails a
Constitution saving throw to maintain concentration on a spell, it can use its
reaction to succeed instead.", :name "Infusion: Mind Sharpener"} {:description
"Item: A ring (requires attunement)\nWhile wearing this ring, the creature can
recover one expended spell slot as an action. The maximum level of the recovered
slot is equal to the number of magic
items the wearer is currently attuned to. Once used, the ring can't be used again
until the next dawn.", :name "Infusion: Spell-Refueling Ring (Prerequisite: 6th-
level artificer)"}], :option-pack "Eberron - Rising from the Last War", :name
"Artificer Infusions", :key :artificer-infusions}}, :orcpub.dnd.e5/races {:bugbear
{:key :bugbear, :speed 30, :name "Bugbear", :darkvision 60, :abilities
{:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/dex
1}, :size :medium, :option-pack "Eberron - Rising from the Last War", :help
"Bugbears are savage goblinoids, and proud of it.", :languages #{"Common"
"Goblin"}, :props {:skill-prof {:stealth true}}, :traits [{:description "When you
make a melee attack on your turn, your reach for it is 5 feet greater than
normal.", :name "Long-Limbed"} {:description "You count as one size larger when
determining your carrying capacity and the weight you can push, drag, or
lift.", :name "Powerful Build"} {:description "You are proficient in the Stealth
skill.", :name "Sneaky"} {:description "If you surprise a creature and hit it with
an attack on your first turn in combat, the attack deals an extra 2d6 damage to it.
You can use this trait only once per combat.", :name "Surprise Attack"}]}, :human-
mark-of-handling {:key :human-mark-of-handling, :speed 30, :name "Human, Mark of
Handling", :spells [{:value {:level 1, :key :animal-
friendship, :ability :orcpub.dnd.e5.character/wis}} {:value {:level 1, :key :speak-
with-animals, :ability :orcpub.dnd.e5.character/wis}}], :abilities
{:orcpub.dnd.e5.character/wis 2}, :size :medium, :option-pack "Eberron - Rising
from the Last War", :help "The Mark of Handling gives its bearer a primal
connection to beasts and the natural world, granting the power to calm and coax.
This extends beyond purely natural animals; the mark allows its bearer to guide a
hippogriff as easily as a horse.", :profs {:language-options {:options {:draconic
true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan
true, :elvish true, :abyssal true, :infernal true, :celestial true, :undercommon
true, :primordial true, :giant true, :halfling true, :goblin true}, :choose
1}}, :languages #{"Common"}, :traits [{:description "When you make a Wisdom (Animal
Handling) or Intelligence (Nature) check, you can roll a d4 and add the number
rolled to the ability check.", :name "Wild Intuition"} {:description "You can cast
the animal friendship and speak with animals spells with this trait, requiring no
material component. Once you cast either spell with this trait, you can't cast that
spell with it again until you finish a short or long rest. Wisdom is your
spellcasting ability for these spells.", :name "Primal Connection"} {:description
"Starting at 3rd level, you can target a beast or monstrosity when you cast animal
friendship or speak with animals, provided the creature's Intelligence score is 3
or lower.", :name "The Bigger They Are"} {:description "If you have the
Spellcasting or the Pact Magic class feature, the spells on the Mark of Handling
Spells table are added to the spell list of your spellcasting class.\n\nMARK OF
HANDLING SPELLS\nSpell Level Spells\n lst animal friendship, speak
with animals\n 2nd beast sense, calm emotions\n 3rd beacon of
hope, conjure animals\n 4th aura of life, dominate beast\n 5th
awaken", :name "Spells of the Mark"}]}, :half-elf-mark-of-storm {:key :half-elf-
mark-of-storm, :speed 30, :name "Half-Elf, Mark of Storm", :darkvision 60, :spells
[{:value {:level 0, :key :gust, :ability :orcpub.dnd.e5.character/cha}} {:level
3, :value {:level 2, :key :gust-of-wind, :ability
:orcpub.dnd.e5.character/cha}}], :abilities {:orcpub.dnd.e5.character/cha
2, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Eberron - Rising
from the Last War", :help "Wind and water welcome the half-elves who carry the Mark
of Storm, and some learn to call on the power of the storm itself.", :profs
{:language-options {:options {:draconic true, :deep-speech true, :orc
true, :dwarvish true, :gnomish true, :sylvan true, :abyssal true, :infernal
true, :celestial true, :undercommon true, :primordial true, :giant true, :halfling
true, :goblin true}, :choose 1}}, :languages #{"Common" "Elvish"}, :props {:damage-
resistance {:lightning true}}, :traits [{:description "When you make a Dexterity
(Acrobatics) check or any ability check involving navigator's tools, you can roll a
d4 and add the number rolled to the ability check.", :name "Windwright's
Intuition"} {:description "You have resistance to lightning damage.", :name
"Storm's Boon"} {:description "You know the gust cantrip. Starting at 3rd level,
you can cast the gust of wind spell once with this trait, and you regain the
ability to cast it when you finish a long rest. Charisma is your spellcasting
ability for these spells.", :name "Headwinds"} {:description "If you have the Spell
casting or the Pact Magic class feature, the spells on the Mark of Storm Spells
table are added to the spell list of your spellcasting class.\n\nMARK OF STORM
SPELLS\nSpell Level Spells\n 1st feather fall, fog cloud\n 2nd
gust of wind, levitate\n 3rd sleet storm, wind wall\n 4th
conjure minor elemental, control water\n 5th conjure elemental", :name
"Spells of the Mark"} {:description "You have advantage on saving throws against
being charmed, and magic can't put you to sleep.", :name "Fey Ancestry"}]}, :half-
orc-mark-of-finding {:key :half-orc-mark-of-finding, :speed 30, :name "Half-Orc,
Mark of Finding", :darkvision 60, :spells [{:value {:level 1, :key :hunters-
mark, :ability :orcpub.dnd.e5.character/wis}} {:value {:level 2, :key :locate-
object, :ability :orcpub.dnd.e5.character/wis}, :level 3}], :abilities
{:orcpub.dnd.e5.character/wis 2, :orcpub.dnd.e5.character/con
1}, :size :medium, :option-pack "Eberron - Rising from the Last War", :help "The
Mark of Finding sharpens the senses, guiding the hunter to prey. Alone among the
dragonmarks, the Mark of Finding is carried by two races: humans and half-orcs. It
first appeared in the Shadow Marches, where clan hunters used it to find their
prey.", :languages #{"Common" "Goblin"}, :traits [{:description "When you make a
Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the
number rolled to the ability check.", :name "Hunter's Intuition"} {:description
"You can cast the hunter's mark spell with this trait. Starting at 3rd level, you
can also cast the locate object spell with it. Once you cast either spell with this
trait, you can't cast that spell with it again until you finish a long rest. Wisdom
is your spellcasting ability for these spells.", :name "Finder's Magic"}
{:description "If you have the Spellcasting or the Pact Magic class feature, the
spells on the Mark of Finding Spells table are added to the spell list of your
spellcasting class.\n\nMARK OF FINDING SPELLS\nSpell Level Spells\n lst
faerie fire, longstrider\n 2nd locate animals or plants, locate object\n
3rd clairvoyance, speak with plants\n 4th divination, locate
creature\n 5th commune with nature", :name "Spells of the
Mark"}]}, :human-mark-of-making {:key :human-mark-of-making, :speed 30, :name
"Human, Mark of Making", :spells [{:value
{:key :mending, :ability :orcpub.dnd.e5.character/int}} {:value {:level
2, :key :magic-weapon, :ability :orcpub.dnd.e5.character/int}}], :abilities
{:orcpub.dnd.e5.character/int 2}, :size :medium, :option-pack "Eberron - Rising
from the Last War", :help "The Mark of Making guides its bearer through any act of
creation. The bearer of the mark can mend broken things with a touch, and always
has a minor magic item they've been working on. An artificer or a wizard will get
the most out of the mark, but anyone can find a use for an enchanted
blade.", :profs {:language-options {:options {:draconic true, :deep-speech
true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish
true, :abyssal true, :infernal true, :celestial true, :undercommon
true, :primordial true, :giant true, :halfling true, :goblin true}, :choose
1}}, :languages #{"Common"}, :traits [{:description "When you make an Arcana check
or an ability check involving artisan's tools, you can roll a d4 and add the number
rolled to the ability check.", :name "Artisan's Intuition"} {:description "You gain
proficiency with one type of artisan's tools of your choice. Enter this manually.",
:name "Maker's Gift"} {:description "You know the mending cantrip. You can also
cast the magic weapon spell with this trait. When you do so, the spell lasts for 1
hour and doesn't require concentration. Once you cast the spell with this trait,
you can't do so again until you finish a long rest. Intelligence is your
spellcasting ability for these spells.", :name "Spellsmith"} {:description "If you
have the Spellcasting or the Pact Magic class feature, the spells on the Mark of
Making Spells table are added to the spell list of your spellcasting class.\n\nMARK
OF MAKING SPELLS\nSpell Level Spells\n lst identify, Tenser's floating
disk\n 2nd continual flame, magic weapon\n 3rd conjure barrage,
elemental weapon\n 4th fabricate, stone shape\n 5th
creation", :name "Spells of the Mark"}]}, :human-mark-of-finding {:key :human-mark-
of-finding, :speed 30, :name "Human, Mark of Finding", :darkvision 60, :spells
[{:value {:level 1, :key :hunters-mark, :ability :orcpub.dnd.e5.character/wis}}
{:value {:level 2, :key :locate-object, :ability
:orcpub.dnd.e5.character/wis}, :level 3}], :abilities {:orcpub.dnd.e5.character/wis
2, :orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Eberron - Rising
from the Last War", :help "The Mark of Finding sharpens the senses, guiding the
hunter to prey. Alone among the dragonmarks, the
Mark of Finding is carried by two races: humans and half-orcs. It first appeared
in the Shadow Marches, where clan hunters used it to find their prey.", :languages
#{"Common" "Goblin"}, :traits [{:description "When you make a Wisdom (Perception)
or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the
ability check.", :name "Hunter's Intuition"} {:description "You can cast the
hunter's mark spell with this trait. Starting at 3rd level, you can also cast the
locate object spell with it. Once you cast either spell with this trait, you can't
cast that spell with it again until you finish a long rest. Wisdom is your
spellcasting ability for these spells.", :name "Finder's Magic"} {:description "If
you have the Spellcasting or the Pact Magic class feature, the spells on the Mark
of Finding Spells table are added to the spell list of your spellcasting class.\n\
nMARK OF FINDING SPELLS\nSpell Level Spells\n lst faerie fire,
longstrider\n 2nd locate animals or plants, locate object\n 3rd
clairvoyance, speak with plants\n 4th divination, locate creature\n 5th
commune with nature", :name "Spells of the Mark"}]}, :hobgoblin
{:key :hobgoblin, :speed 30, :name "Hobgoblin", :darkvision 60, :abilities
{:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/int
1}, :size :medium, :option-pack "Eberron - Rising from the Last War", :help
"Hobgoblins are the leaders of the goblinoid races, enforcing their will on goblins
and bugbears.", :languages #{"Common" "Goblin"}, :props {:armor-prof {:light
true}}, :traits [{:description "You are proficient with two martial weapons of your
choice and with light armor. Enter the weapon proficiencies manually.", :name
"Martial Training"} {:description "Hobgoblins are careful not to show weakness in
front of their allies, for fear of losing status. If you miss with an attack roll
or fail an ability check or a saving throw, you can gain a bonus to the roll equal
to the number of allies you can see within 30 feet of you (maximum bonus of +5).
Once you use this trait, you can't use it again until you finish a short or long
rest.", :name "Saving Face"}]}, :human-mark-of-passage {:key :human-mark-of-
passage, :speed 35, :name "Human, Mark of Passage", :spells [{:value {:level
2, :key :misty-step, :ability :orcpub.dnd.e5.character/dex}}], :abilities
{:orcpub.dnd.e5.character/dex 2}, :size :medium, :option-pack "Eberron - Rising
from the Last War", :help "The Mark of Passage governs motion, allowing its bearer
to move with uncanny speed. The bearer of the mark can even slip through space in
the blink of an eye.", :profs {:language-options {:options {:draconic true, :deep-
speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish
true, :abyssal true, :infernal true, :celestial true, :undercommon
true, :primordial true, :giant true, :halfling true, :goblin true}, :choose
1}}, :languages #{"Common"}, :traits [{:description "Your base walking speed
increases to 35 feet.", :name "Courier's Speed"} {:description "When you make a
Dexterity (Acrobatics) check or any ability check to operate or maintain a land
vehicle, you can roll a d4 and add the number rolled to the ability check.", :name
"Intuitive Motion"} {:description "You can cast the misty step spell once with this
trait, and you regain the ability to cast it when you finish a long rest. Dexterity
is your spellcasting ability for this spell.", :name "Magical Passage"}
{:description "If you have the Spellcasting or the Pact Magic class feature, the
spells on the Mark of Passage Spells table are added to the spell list of your
spellcasting class.\n\nMARK OF PASSAGE SPELLS\nSpell Level Spells\n 1st
expeditious retreat, jump\n 2nd misty step, pass without trace\n 3rd
blink, phantom steed\n 4th dimension door, freedom of movement\n 5th
teleportation circle", :name "Spells of the Mark"}]}, :half-elf-mark-of-detection
{:key :half-elf-mark-of-detection, :speed 30, :name "Half-Elf, Mark of
Detection", :darkvision 60, :spells [{:value {:level 1, :key :detect-
magic, :ability :orcpub.dnd.e5.character/int}} {:value {:level 1, :key :detect-
poison-and-disease, :ability :orcpub.dnd.e5.character/int}} {:value {:level 2, :key
:see-invisibility, :ability :orcpub.dnd.e5.character/int}, :level 3}], :abilities
{:orcpub.dnd.e5.character/wis 2}, :size :medium, :option-pack "Eberron - Rising
from the Last War", :help "The Mark of Detection is an inquisitive's dream. It
sharpens powers of observation and intuition, allowing the bearer to draw
connections and interpret clues others might miss. By actively drawing on its
powers, the bearer can detect poisons and study the energies of magic.", :profs
{:language-options {:options {:draconic true, :deep-speech true, :orc
true, :dwarvish true, :gnomish true, :sylvan true, :elvish false, :abyssal
true, :infernal true, :celestial true, :common false, :undercommon
true, :primordial true, :giant true, :halfling true, :goblin true}, :choose
1}}, :languages #{"Common" "Elvish"}, :traits [{:description "You have advantage on
saving throws against being charmed, and magic can't put you to sleep.", :name "Fey
Ancestry"} {:description "When you make an Intelligence (Investigation) or a Wisdom
(Insight) check, you can roll a d4 and add the number rolled to the ability
check.", :name "Deductive Intuition"} {:description "You can cast the detect magic
and detect poison and disease spells with this trait. Starting at 3rd level, you
can also cast the see invisibility spell with it. Once you cast any of these spells
with this trait, you can't cast that spell with it again until you finish a long
rest. Intelligence is your spellcasting ability for these spells, and you don't
require material components for them.", :name "Magical Detection"} {:description
"If you have the Spellcasting or the Pact Magic class feature, the spells on the
Mark of Detection Spells table are added to the spell list of your spellcasting
class.\n\nMARK OF DETECTION SPELLS\nSpell Level Spells\n lst detect
evil and good, detect poison and disease\n 2nd detect thoughts, find
traps\n 3rd clairvoyance, nondetection\n 4th arcane eye,
divination\n 5th legend lore", :name "Spells of the Mark"}]}, :human-
mark-of-sentinel {:key :human-mark-of-sentinel, :speed 30, :name "Human, Mark of
Sentinel", :spells [{:value {:level
1, :key :shield, :ability :orcpub.dnd.e5.character/wis}}], :abilities
{:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/wis
1}, :size :medium, :option-pack "Eberron - Rising from the Last War", :help "The
Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an
heir to respond to threats with uncanny speed. It can shield its bearer from harm.
Whether on the battlefield or the ballroom, someone who carries the Mark of
Sentinel is prepared for danger.", :profs {:language-options {:options {:draconic
true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan
true, :elvish true, :abyssal true, :infernal true, :celestial true, :undercommon
true, :primordial true, :giant true, :halfling true, :goblin true}, :choose
1}}, :languages #{"Common"}, :traits [{:description "When you make a Wisdom
(Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled
to the ability check.", :name "Sentinel's Intuition"} {:description "You can cast
the shield spell once with this trait, and you regain the ability to cast it after
you finish a long rest. Wisdom is your spellcasting ability for this spell.", :name
"Guardian's Shield"} {:description "When a creature you can see within 5 feet of
you is hit by an attack roll, you can use your reaction to swap places with that
creature, and you are hit by the attack instead. Once you use this trait, you can't
do so again until you finish a long rest.", :name "Vigilant Guardian"}
{:description "If you have the Spellcasting or the Pact Magic class feature, the
spells on the Mark of Sentinel Spells table are added to the spell list of your
spellcasting class.\n\nMARK OF SENTINEL SPELLS\nSpell Level Spells\n lst
compelled duel, shield of faith\n 2nd warding bond, zone of truth\n 3rd
counterspell, protection from energy\n 4th death ward, guardian of faith\
n 5th Bigby's hand", :name "Spells of the Mark"}]}, :orc-eberron-
{:key :orc-eberron-, :speed 30, :name "Orc (Eberron)", :darkvision 60, :abilities
{:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str
2}, :size :medium, :option-pack "Eberron - Rising from the Last War", :help "The
orcs of Eberron are a passionate people, given to powerful emotion and deep
faith.", :profs {:skill-options {:options {:animal-handling true, :insight
true, :intimidation true, :medicine true, :nature true, :perception true, :survival
true}, :choose 2}}, :languages #{"Common" "Orc"}, :props {:skill-prof
{:intimidation false}}, :traits [{:name "Aggressive", :description "As a bonus
action, you can move up to your speed toward an enemy of your choice that you can
see or hear. You must end this move closer to the enemy than you started."} {:name
"Powerful Build", :description "You count as one size larger when determining your
carrying capacity and the weight you can push, drag, or lift."} {:description "You
have proficiency in two of the following skills of your choice: Animal Handling,
Insight, Intimidation, Medicine, Nature, Perception, and Survival.", :name "Primal
Intuition"}]}, :goblin {:key :goblin, :speed 30, :name "Goblin", :darkvision
60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/con
1}, :size :small, :option-pack "Eberron - Rising from the Last War", :help "Many
goblins are the descendants of slaves that were freed when Galifar united the five
nations of Khorvaire.
Though Galifars kingdom splintered these city goblins remain a free people, though
they're considered a lower class citizen in most cities. Goblins are also found in
large numbers in Darguun, the new goblinoid nation.", :languages #{"Common"
"Goblin"}, :traits [{:description "When you damage a creature with an attack or a
spell and the creature's size is larger than yours, you can cause the attack or
spell to deal extra damage to the creature. The extra damage equals your level.
Once you use this trait, you can't use it again until you finish a short or long
rest.", :name "Fury of the Small"} {:description "You can take the Disengage or
Hide action as a bonus action on each of your turns.", :name "Nimble
Escape"}]}, :changeling {:key :changeling, :speed 30, :name
"Changeling", :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-
pack "Eberron - Rising from the Last War", :help "A changeling can shift its face
and form with a thought. Many changelings use this gift as a form of artistic and
emotional expression, but it's an invaluable tool for grifters, spies, and others
who wish to deceive. This leads many people to treat known changelings with fear
and suspicion.", :profs {:skill-options {:choose 2, :options {:deception
true, :insight true, :intimidation true, :persuasion true}}, :language-options
{:choose 2, :options {:draconic true, :deep-speech true, :orc true, :dwarvish true,
:gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal
true, :celestial true, :common true, :undercommon true, :primordial true, :giant
true, :halfling true, :goblin true}}}, :languages #{"Common"}, :traits
[{:description "As an action, you can change your appearance and your voice. You
determine the specifics of the changes, including your coloration, hair length, and
sex. You can also adjust your height and weight, but not so much that your size
changes. You can make yourself appear as a member of another race, though none of
your game statistics change. You can't duplicate the appearance of a creature
you've never seen, and you must adopt a form that has the same basic arrangement of
limbs that you have. Your clothing and equipment aren't changed by this trait.\n
You stay in the new form until you use an action to revert to your true form or
until you die.", :name "Shapechanger"} {:description "You gain proficiency with two
of the following skills of your choice: Deception, Insight, Intimidation, and
Persuasion.", :name "Changeling Instincts"}]}, :warforged {:key :warforged, :speed
30, :name "Warforged", :abilities {:orcpub.dnd.e5.character/con
2}, :size :medium, :option-pack "Eberron - Rising from the Last War", :help "The
warforged were built to fight in the Last War, an unexpected breakthrough producing
sapient soldiers, giving rise to what some have only grudgingly accepted as a new
species.", :profs {:skill-options {:options {:religion true, :persuasion
true, :investigation true, :acrobatics true, :performance true, :perception
true, :sleight-of-hand true, :survival true, :history true, :animal-handling
true, :nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}, :choose 1}, :language-options
{:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish
true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial
true, :common true, :undercommon true, :primordial true, :giant true, :halfling
true, :goblin true}, :choose 1}}, :languages #{"Common"}, :props {:damage-
resistance {:poison true}}, :traits [{:description "You were created to have
remarkable fortitude, represented by the following benefits:\n • You have
advantage on saving throws against being poisoned, and you have resistance to
poison damage.\n • You don't need to eat, drink, or breathe.\n • You are immune
to disease.\n • You don't need to sleep, and magic can't put you to
sleep.", :name "Constructed Resilience"} {:description "When you take a long rest,
you must spend at least six hours in an inactive, motionless state, rather than
sleeping. In this state, you appear inert, but it doesn't render you unconscious,
and you can see and hear as normal.", :name "Sentry's Rest"} {:description "Your
body has built-in defensive layers, which can be enhanced with armor:\n • You
gain a +1 bonus to Armor Class. Enter this manually as a custom item that grants +1
AC.\n • You can don only armor with which you have proficiency. To don armor, you
must incorporate it into your body over the course of 1 hour, during which you
remain in contact with the armor. To doff armor, you must spend 1 hour removing it.
You can rest while donning or doffing armor in this way.\n • While you live, your
armor can't be removed from your body against your will.", :name "Integrated
Protection"} {:description "You gain one skill proficiency and one tool proficiency
of your choice. Enter the tool proficiency manually.", :name "Specialized
Design"}]}, :shifter {:key :shifter, :speed 30, :name "Shifter", :darkvision
60, :size :medium, :option-pack "Eberron - Rising from the Last War", :help
"Shifters are sometimes called the weretouched, as many believe they are the
descendants of humans and lycanthropes.", :languages #{"Common"}, :traits [{:name
"Shifting", :description "As a bonus action, you can assume a more bestial
appearance. This transformation lasts for 1 minute, until you die, or until you
revert to your normal appearance as a bonus action. When you shift, you gain
temporary hit points equal to your level + your Constitution modifier (minimum of 1
temporary hit point). You also gain additional benefits that depend on your shifter
subrace, described below.\n Once you shift, you can't do so again until you
finish a short or long rest."}]}, :kalashtar {:key :kalashtar, :speed 30, :name
"Kalashtar", :abilities {:orcpub.dnd.e5.character/wis 2,
:orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Eberron - Rising from
the Last War", :help "Kalashtar are a compound people, created from the union of
humanity and renegade spirits from the plane of dreams - spirits called
quori.", :profs {:language-options {:options {:draconic true, :deep-speech
true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish
true, :abyssal true, :infernal true, :celestial true, :undercommon
true, :primordial true, :giant true, :halfling true, :goblin true}, :choose
1}}, :languages #{"Common" "Quori"}, :props {:damage-resistance {:psychic
true}}, :traits [{:name "Dual Mind", :description "You have advantage on all Wisdom
saving throws."} {:name "Mental Discipline", :description "You have resistance to
psychic damage."} {:description "You can speak telepathically to any creature you
can see, provided the creature is within a number of feet of you equal to 10 times
your level. You don't need to share a language with the creature for it to
understand your telepathic utterances, but the creature must be able to understand
at least one language.\n When you're using this trait to speak telepathically
to a creature, you can use your action to give that creature the ability to speak
telepathically with you for 1 hour or until you end this effect as an action. To
use this ability, the creature must be able to see you and must be within this
trait's range. You can give this ability to only one creature at a time; giving it
to a creature takes it away from another creature who has it.", :name "Mind Link"}
{:description "Kalashtar sleep, but they don't connect to the plane of dreams as
other creatures do. Instead, their minds draw from the memories of their
otherworldly spirit while they sleep. As such, you are immune to spells and other
magical effects that require you to dream, like dream, but not to spells and other
magical effects that put you to sleep, like sleep.", :name "Severed from
Dreams"}]}}}, "UA - Feats (2020)" {:orcpub.dnd.e5/feats {:practiced-expert
{:ability-increases #{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/con
:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-
pack "UA - Feats (2020)", :name "Practiced Expert", :description "You have honed
your proficiency with particular skills or tools, gaining the following benefits:\n
• Increase one ability score of your choice by 1, to a maximum of 20.\n • You
gain proficiency with one skill or tool of your choice.\n • Choose one of your
skill or tool proficiencies. Your proficiency bonus is doubled for any ability
check you make that uses the chosen proficiency.", :props {:skill-tool-choice
1}, :key :practiced-expert}, :eldritch-adept-prerequisite-spellcasting-or-pact-
magic-feature- {:ability-increases #{}, :prereqs #{:spellcasting}, :option-pack "UA
- Feats (2020)", :name "Eldritch Adept (Prerequisite: Spellcasting or Pact Magic
feature)", :description "Studying occult lore, you have unlocked eldritch power
within yourself: you learn one Eldritch Invocation option of your choice from the
warlock class. If the invocation has a prerequisite, you can choose that invocation
only if you're a warlock and only if you meet the prerequisite.\n Whenever you
gain a level, you can replace the invocation with another one from the warlock
class.", :key :eldritch-adept-prerequisite-spellcasting-or-pact-magic-
feature-}, :gunner {:ability-increases #{:orcpub.dnd.e5.character/dex}, :prereqs
#{}, :option-pack "UA - Feats (2020)", :name "Gunner", :description "You have a
quick hand and keen eye when employing firearms, granting you the following
benefits:\n • Increase your Dexterity score by 1, to a maximum of 20.\n • You
gain proficiency with firearms (see \"Firearms\" in the Dungeon Master's Guide).\n
• You ignore the loading property of firearms.\n • Being within 5 feet of a
hostile creature doesn't impose
disadvantage on your ranged attack rolls.", :key :gunner}, :tandem-tactician
{:ability-increases #{}, :prereqs #{}, :option-pack "UA - Feats (2020)", :name
"Tandem Tactician", :description "Your presence in a scrap tends to elevate your
comrades. You gain the following benefits:\n • You can use the Help action as a
bonus action.\n • When you use the Help action to aid an ally in attacking a
creature, increase the range of the Help action by 10 feet. Additionally, you can
help two allies targeting the same creature within range when you use the Help
action this way.", :key :tandem-tactician}, :metamagic-adept-prerequisite-
spellcasting-or-pact-magic-feature- {:ability-increases #{}, :prereqs
#{:spellcasting}, :option-pack "UA - Feats (2020)", :name "Metamagic Adept
(Prerequisite: Spellcasting or Pact Magic feature)", :description "You've learned
how to exert your will on your spells to alter how they function. You gain the
following benefits:\n • You learn two Metamagic options of your choice from the
sorcerer class. You can use only one Metamagic option on a spell when you cast it,
unless the option says otherwise. Whenever you gain a level, you can replace one of
your Metamagic options with another one from the sorcerer class.\n • You gain 2
sorcery points to spend on Metamagic (these points are added to any sorcery points
you have from another source but can be used only on Metamagic). You regain all
spent sorcery points when you finish a long rest.", :key :metamagic-adept-
prerequisite-spellcasting-or-pact-magic-feature-}, :fighting-initiate-prerequisite-
proficiency-with-a-martial-weapon- {:ability-increases #{}, :prereqs #{}, :option-
pack "UA - Feats (2020)", :name "Fighting Initiate (Prerequisite: Proficiency with
a martial weapon)", :description "Your martial training has helped you develop a
particular style of fighting. As a result, you learn one Fighting Style option of
your choice from the fighter class. If you already have a style, the one you choose
must be different.\n Whenever you gain a level, you can replace this feat's
fighting style with another one from the fighter class that you don't
have.", :key :fighting-initiate-prerequisite-proficiency-with-a-martial-
weapon-}, :shadow-touched {:ability-increases
#{:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-
pack "UA - Feats (2020)", :name "Shadow Touched", :description "You learn how to
bend shadows from your experience with the Shadowfell. You gain the following
benefits:\n • Increase your Intelligence, Wisdom, or Charisma score by 1, to a
maximum of 20.\n • You learn the darkness spell and one 1st-level spell of your
choice. The 1st-level spell must be from the illusion or necromancy school of
magic. You can cast each of these spells without expending a spell slot. Once you
cast either of these spells in this way, you can't cast that spell in this way
again until you finish a long rest. You can also cast these spells using spell
slots you have of the appropriate level. The spells' spellcasting ability is the
ability increased by this feat.", :key :shadow-touched}, :artificer-initiate
{:ability-increases #{}, :prereqs #{}, :option-pack "UA - Feats (2020)", :name
"Artificer Initiate", :description "You've learned some of an artificer's
inventiveness, granting you the following benefits:\n • You learn one cantrip of
your choice from the artificer spell list, and you learn one 1st-level spell of
your choice from that list. Intelligence is your spellcasting ability for these
spells. Whenever you gain a level, you can replace one of these spells with another
spell of the same level from the artificer spell list. Enter these spells
manually.\n • You can cast this feat's 1st-level spell without a spell slot, and
you must finish a long rest before you can cast it in this way again. You can also
cast the spell using any spell slots you have.\n • You gain proficiency with one
type of artisan's tools of your choice, and you can use that type of tool as a
spellcasting focus for any spell you cast that uses Intelligence as its
spellcasting ability.", :props {:magic-novice false, :skill-tool-choice
1}, :key :artificer-initiate}, :slasher {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :prereqs
#{}, :option-pack "UA - Feats (2020)", :name "Slasher", :description "You've
learned where to cut to have the greatest results, granting you the following
benefits:\n • Increase your Strength or Dexterity by 1, to a maximum of 20.\n •
Once per turn when you hit a creature with an attack that deals slashing damage,
you can reduce the speed of the target by 10 feet until the start of your next
turn.\n • When you score a critical hit that deals slashing damage to a creature,
you grievously wound it. Until the start of your next turn, the target has
disadvantage on all attack rolls.", :key :slasher}, :poisoner {:ability-increases
#{}, :prereqs #{}, :option-pack "UA - Feats (2020)", :name "Poisoner", :description
"You can prepare and deliver deadly poisons, gaining the following benefits:\n •
When you make a damage roll, you ignore resistance to poison damage.\n • You can
coat a weapon in poison as a bonus action, instead of an action.\n • You gain
proficiency with the poisoner's kit if you don't already have it. With one hour of
work using a poisoner's kit and expending 50 gp worth of materials, you can create
a number of doses of potent poison equal to your proficiency bonus. Once applied,
the poison retains potency for 1 minute, or until you hit with the weapon. When a
weapon coated in this poison deals damage to a creature, that creature must succeed
on a DC 14 Constitution saving throw or take 2d8 damage and become poisoned until
the end of your next turn.", :props {:tool-prof-or-expertise {:poisoners-kit true},
:skill-tool-choice 1}, :key :poisoner}, :fey-touched {:ability-increases
#{:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-
pack "UA - Feats (2020)", :name "Fey Touched", :description "Your exposure to the
Feywild or one of its denizens has left a magical mark on you. You gain the
following benefits:\n • Increase your Intelligence, Wisdom, or Charisma score by
1, to a maximum of 20.\n • You learn the misty step spell and one 1st-level spell
of your choice. The 1st-level spell must be from the divination or enchantment
school of magic. You can cast each of these spells without expending a spell slot.
Once you cast either of these spells in this way, you can't cast that spell in this
way again until you finish a long rest. You can also cast these spells using spell
slots you have of the appropriate level. The spells' spellcasting ability is the
ability increased by this feat.", :key :fey-touched}, :shield-training {:ability-
increases #{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/con}, :prereqs #{}, :option-
pack "UA - Feats (2020)", :name "Shield Training", :description "You've trained in
the effective use of shields. You gain the following benefits:\n • Increase your
Strength, Dexterity, or Constitution score by 1, to a maximum of 20.\n • You gain
proficiency with shields.\n • In combat, you can don or doff a shield as the free
object interaction on your turn.\n • If you have the Spellcasting or Pact Magic
feature, you can use a shield as a spellcasting focus.", :props {:armor-prof
{:shields true}}, :key :shield-training}, :chef {:ability-increases
#{:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/wis}, :prereqs
#{}, :option-pack "UA - Feats (2020)", :name "Chef", :description "Time and effort
spent mastering the culinary arts has paid off. You gain the following benefits:\n
• Increase your Constitution or Wisdom score by 1, to a maximum of 20.\n • You
gain proficiency with cook's utensils if you don't already have it.\n • As part
of a short rest, you can cook special food, provided you have ingredients and
cook's utensils on hand. You can prepare enough of this food for a number of
creatures equal to 4 + your proficiency bonus. At the end of the short rest, any
creature who eats the food and spends one or more Hit Dice to regain hit points
regains an extra 1d8 hit points.\n • With one hour of work or when you finish a
long rest, you can cook a number of treats equal to your proficiency bonus. These
special treats last 8 hours after being made. A creature can use a bonus action to
eat one of those treats to gain temporary hit points equal to your proficiency
bonus.", :props {:tool-prof-or-expertise {:cooks-utensils true}, :skill-tool-choice
1}, :key :chef}, :piercer {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :prereqs
#{}, :option-pack "UA - Feats (2020)", :name "Piercer", :description "You have
achieved a penetrating precision in combat, granting you the following benefits:\n
• Increase your Strength or Dexterity by 1, to a maximum of 20.\n • Once per
turn, when you hit a creature with an attack that deals piercing damage against a
creature, you can reroll one of the attack's damage dice, and you must use the new
roll.\n • When you score a critical hit that deals piercing damage to a creature,
you can roll one additional damage die when determining the extra piercing damage
the target takes.", :key :piercer}, :tracker {:ability-increases
#{:orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "UA - Feats
(2020)", :name "Tracker", :description "You have spent time hunting creatures and
honed your skills, gaining the following benefits:\n • Increase your Wisdom score
by 1, to a maximum of 20.\n • You learn the hunter's mark spell. You can cast it
once without expending a spell slot, and you must finish a long rest before you can
cast it in this way again. You can also
cast the spell using any spell slots you have. Wisdom is your spellcasting ability
for this spell.\n • You have advantage on Wisdom (Survival) checks to track
creatures.", :key :tracker}, :crusher {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :prereqs
#{}, :option-pack "UA - Feats (2020)", :name "Crusher", :description "You are
practiced in the art of crushing your enemies, granting you the following
benefits:\n • Increase your Strength or Dexterity by 1, to a maximum of 20.\n •
Once per turn, when you hit a creature with an attack that deals bludgeoning
damage, you can move it 5 feet to an unoccupied space, provided the target is no
more than one size larger than you.\n • When you score a critical hit that deals
bludgeoning damage to a creature, attack rolls against that creature are made with
advantage until the end of your next turn.", :key :crusher}}}, "UA - Elf Subraces"
{:orcpub.dnd.e5/languages {:primordial-aquan- {:description "A dialect of
Primordial spoken by creatures native to the Elemental Plane of Water; Aquan is a
flowing language full of subtleties of meaning. It uses the Elven
alphabet.", :key :primordial-aquan-, :name "Primordial (Aquan)", :option-pack "UA -
Elf Subraces"}, :primordial-auran- {:description "A dialect of Primordial spoken by
creatures native to the Elemental Plane of Air; Auran is a breathy, relaxed
language that sounds like a slow exhaling of air. It uses the Draconic
alphabet.", :key :primordial-auran-, :name "Primordial (Auran)", :option-pack "UA -
Elf Subraces"}, :primordial-ignan- {:description "A dialect of Primordial used by
creatures native to the Elemental Plane of Fire; Ignan is a language full of sharp
clicks and hisses. It uses the Draconic alphabet.", :key :primordial-ignan-, :name
"Primordial (Ignan)", :option-pack "UA - Elf Subraces"}, :primordial-terran-
{:description "A dialect of Primordial used by creatures native to the Elemental
Plane of Earth; Terran is a rumbling language with deep tones that reverberate
through the listener. It uses the Dwarvish alphabet.", :key :primordial-
terran-, :name "Primordial (Terran)", :option-pack "UA - Elf
Subraces"}}, :orcpub.dnd.e5/subraces {:avariel {:key :avariel, :name
"Avariel", :option-pack "UA - Elf Subraces", :props {:language {:auran
false, :primordial-auran- true}}, :race :elf, :traits [{:description "You have a
flying speed of 30 ft. To use this speed, you can't be wearing medium or heavy
armor.", :name "Flight"}]}, :grugach {:abilities {:orcpub.dnd.e5.character/str
1}, :key :grugach, :name "Grugach", :option-pack "UA - Elf Subraces", :props
{:language {:sylvan true}, :weapon-prof {:longbow true, :net true, :shortbow
true, :spear true}}, :race :elf, :spells [{:value {:ability :wis}}], :traits
[{:description "You know one cantrip of your choice from the druid spell list.
Wisdom is you spellcasting ability for it.", :name "Cantrip"} {:description "Unlike
other elves, you don't speak, read, or write Common. You instead\tspeak, read, and
write Sylvan.\n", :name "Languages"}]}, :sea-elf {:abilities
{:orcpub.dnd.e5.character/con 1}, :key :sea-elf, :name "Sea Elf", :option-pack "UA
Elf Subraces", :props {:language {:primordial-aquan- true}, :weapon-prof
{:crossbow-light true, :net true, :spear true, :trident true}}, :race :elf, :traits
[{:description "You have a swimming speed of 30 feet, and you can breath air and
water.", :name "Child of the Sea"} {:description "Using gestures and sounds, you
can communicate simple ideas with Small or smaller beasts that have an inborn
swimming speed.", :name "Friend of the Sea"}]}, :shadar-kai {:abilities
{:orcpub.dnd.e5.character/cha 1}, :key :shadar-kai, :name "Shadar-Kai", :option-
pack "UA - Elf Subraces", :race :elf, :spells [{:value {:ability :cha}}], :traits
[{:description "You know one of following cantrips: chill touch, spare the dying,
or thaumaturgy. Charisma is your spellcasting ability for it.", :name "Cantrip"}
{:description "As a bonus action, you can magically teleport up to 15 feet to an
unoccupied space you can see, and you gain resistance to all damage until the start
of your next turn. During that time, you appear ghostly and translucent. You can
use this ability once per short or long rest.", :name "Blessing of the Raven
Queen"}]}}}, "UA - Feats for Skills" {:orcpub.dnd.e5/feats {:empathic {:ability-
increases #{:orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "UA - Feats
for Skills", :description "You possess keen insight into how other people think and
feel. You gain the following benefits:\n • Increase your Wisdom score by 1, to a
maximum of 20.\n • You gain proficiency in the Insight skill. If you are already
proficient in the skill, you add double your proficiency bonus to checks you make
with it.\n • You can use your action to try to get uncanny insight about one
humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested
by the target's Charisma (Deception) check. If your check succeeds, you have
advantage on attack rolls and ability checks against the target until the end of
your next turn.", :props {:skill-prof-or-expertise {:insight true}}, :name
"Empathic", :key :empathic}, :stealthy {:ability-increases
#{:orcpub.dnd.e5.character/dex}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :name "Stealthy", :description "You know how best to hide. You gain the
following benefits:\n • Increase your Dexterity score by 1, to a maximum of 20.\n
• You gain proficiency in the Stealth skill. If you are already proficient in the
skill, you add double your proficiency bonus to checks you make with it.\n • If
you are hidden, you can move up to 10 feet in the open without revealing yourself
if you end the move in a position where you're not clearly visible.", :props
{:skill-prof-or-expertise {:stealth true}}, :key :stealthy}, :naturalist {:ability-
increases #{:orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "UA - Feats
for Skills", :description "Your extensive study of nature rewards you with the
following benefits:\n • Increase your Intelligence score by 1, to a maximum of
20.\n • You gain proficiency in the Nature skill. If you are already proficient
in the skill, you add double your proficiency bonus to checks you make with it.\n
• You learn the druidcraft and detect poison and disease spells. You can cast
detect poison and disease once without expending a spell slot, and you regain the
ability to do so when you finish a long rest.", :props {:skill-prof-or-expertise
{:nature true}, :magic-novice false}, :name "Naturalist", :key :naturalist}, :medic
{:ability-increases #{:orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "UA
- Feats for Skills", :name "Medic", :description "You master the physician's arts,
gaining the following benefits:\n • Increase your Wisdom score by 1, to a maximum
of 20.\n • You gain proficiency in the Medicine skill. If you are already
proficient in the skill, you add double your proficiency bonus to checks you make
with it.\n • During a short rest, you can clean and bind the wounds of up to six
willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each
creature. On a success, if a creature spends a Hit Die during this rest, that
creature can forgo the roll and instead regain the maximum number of hit points the
die can restore. A creature can do so only once per rest, regardless of how many
Hit Dice it spends.", :props {:skill-prof-or-expertise {:medicine
true}}, :key :medic}, :silver-tongued {:ability-increases
#{:orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :name "Silver-Tongued", :description "You develop your conversational
skill to better deceive others. You gain the following benefits:\n • Increase
your Charisma score by 1, to a maximum of 20.\n • You gain proficiency in the
Deception skill. If you are already proficient in the skill, you add double your
proficiency bonus to checks you make with it.\n • When you take the Attack action
on your turn, you can replace one attack with an attempt to deceive one humanoid
you can see within 30 feet of you that can see and hear you. Make a Charisma
(Deception) check contested by the target's Wisdom (Insight) check. If your check
succeeds, your movement doesn't provoke opportunity attacks from the target and
your attack rolls against it have advantage; both benefits last until the end of
your next turn or until you use this ability on a different target. If your check
fails, the target can't be deceived by you in this way for 1 hour.", :props
{:skill-prof-or-expertise {:deception true}}, :key :silver-tongued}, :arcanist
{:ability-increases #{:orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "UA
- Feats for Skills", :description "You study the arcane arts, gaining the following
benefits:\n • Increase your Intelligence score by 1, to a maximum of 20.\n •
You gain proficiency in the Arcana skill. If you are already proficient in the
skill, you add double your proficiency bonus to checks you make with it.\n • You
learn the prestidigitation and detect magic spells. You can cast detect magic once
without expending a spell slot, and you regain the ability to do so when you finish
a long rest.", :props {:skill-prof-or-expertise {:arcana true}, :magic-novice
false}, :name "Arcanist", :key :arcanist}, :investigator {:ability-increases
#{:orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :name "Investigator", :description "You have an eye for detail and can
pick out the smallest clues. You gain the following benefits:\n • Increase your
Intelligence score by 1, to a maximum of 20.\n • You gain proficiency in the
Investigation skill. If you are already proficient in the skill, you add double
your proficiency bonus to checks you make with it.\n • You can take the Search
action as a bonus
action.", :props {:skill-prof-or-expertise {:investigation
true}}, :key :investigator}, :theologian {:ability-increases
#{:orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :name "Theologian", :description "Your extensive study of religion rewards
you with the following benefits:\n • Increase your Intelligence score by 1, to a
maximum of 20.\n • You gain proficiency in the Religion skill. If you are already
proficient in the skill, you add double your proficiency bonus to checks you make
with it.\n • You learn the thaumaturgy and detect evil and good spells. You can
cast detect evil and good once without expending a spell slot, and you regain the
ability to do so when you finish a long rest.", :props {:skill-prof-or-expertise
{:religion true}, :magic-novice false}, :key :theologian}, :perceptive {:ability-
increases #{:orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "UA - Feats
for Skills", :description "You hone your senses until they become razor sharp. You
gain the following benefits:\n • Increase your Wisdom score by 1, to a maximum of
20.\n • You gain proficiency in the Perception skill. If you are already
proficient in the skill, you add double your proficiency bonus to checks you make
with it.\n • Being in a lightly obscured area doesn't impose disadvantage on your
Wisdom (Perception) checks if you can both see and hear.", :props {:skill-prof-or-
expertise {:perception true}}, :name "Perceptive", :key :perceptive}, :diplomat
{:ability-increases #{:orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "UA
- Feats for Skills", :description "You master the arts of diplomacy, gaining the
following benefits:\n • Increase your Charisma score by 1, to a maximum of 20.\n
• You gain proficiency in the Persuasion skill. If you are already proficient in
the skill, you add double your proficiency bonus to checks you make with it.\n •
If you spend 1 minute talking to someone who can understand what you say, you can
make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight)
check. If you or your companions are fighting the creature, your check
automatically fails. If your check succeeds, the target is charmed by you as long
as it remains within 60 feet of you and for 1 minute thereafter.", :props {:skill-
prof-or-expertise {:perception false, :persuasion true}}, :name
"Diplomat", :key :diplomat}, :quick-fingered {:ability-increases
#{:orcpub.dnd.e5.character/dex}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :name "Quick-Fingered", :description "Your nimble fingers and agility let
you perform sleight of hand. You gain the following benefits:\n • Increase your
Dexterity score by 1, to a maximum of 20.\n • You gain proficiency in the Sleight
of Hand skill. If you are already proficient in the skill, you add double your
proficiency bonus to checks you make with it.\n • As a bonus action, you can make
a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an
object on a creature, lift a purse, or take something from a pocket.", :props
{:skill-prof-or-expertise {:sleight-of-hand true}}, :key :quick-fingered}, :acrobat
{:ability-increases #{:orcpub.dnd.e5.character/dex}, :prereqs #{}, :option-pack "UA
- Feats for Skills", :name "Acrobat", :description "You become more nimble, gaining
the following benefits:\n • Increase your Dexterity score by 1, to a maximum of
20.\n • You gain proficiency in the Acrobatics skill. If you are already
proficient in the skill, you add double your proficiency bonus to checks you make
with it.\n • As a bonus action, you can make a DC 15 Dexterity (Acrobatics)
check. If you succeed, difficult terrain doesn't cost you extra movement until the
end of the current turn.", :props {:skill-prof-or-expertise {:acrobatics
true}}, :key :acrobat}, :brawny {:ability-increases
#{:orcpub.dnd.e5.character/str}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :name "Brawny", :description "You become stronger, gaining the following
benefits:\n • Increase your Strength score by 1, to a maximum of 20.\n • You
gain proficiency in the Athletics skill. If you are already proficient in the
skill, you add double your proficiency bonus to checks you make with it.\n • You
count as if you were one size larger for the purpose of determining your carrying
capacity.", :props {:skill-prof-or-expertise {:athletics
true}}, :key :brawny}, :menacing {:ability-increases
#{:orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :description "You become fearsome to others, gaining the following
benefits:\n • Increase your Charisma score by 1, to a maximum of 20.\n • You
gain proficiency in the Intimidation skill. If you are already proficient in the
skill, you add double your proficiency bonus to checks you make with it.\n • When
you take the Attack action on your turn, you can replace one attack with an attempt
to demoralize one humanoid you can see within 30 feet of you that can see and hear
you. Make a Charisma (Intimidation) check contested by the target's Wisdom
(Insight) check. If your check succeeds, the target is frightened until the end of
your next turn. If your check fails, the target can't be frightened by you in this
way for 1 hour.", :props {:skill-prof-or-expertise {:intimidation true}}, :name
"Menacing", :key :menacing}, :survivalist {:ability-increases
#{:orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :name "Survivalist", :description "You master wilderness lore, gaining the
following benefits:\n • Increase your Wisdom score by 1, to a maximum of 20.\n
• You gain proficiency in the Survival skill. If you are already proficient in the
skill, you add double your proficiency bonus to checks you make with it.\n • You
learn the alarm spell. You can cast it once without expending a spell slot, and you
regain the ability to do so when you finish a long rest.", :props {:skill-prof-or-
expertise {:survival true}, :attack-spell false, :magic-novice false, :ritual-
casting false}, :key :survivalist}, :animal-handler {:ability-increases
#{:orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :name "Animal Handler", :props {:skill-prof-or-expertise {:animal-handling
true}}, :description "You master the techniques needed to train and handle animals.
You gain the following benefits:\n • Increase your Wisdom score by 1, to a
maximum of 20.\n • You gain proficiency in the Animal Handling skill. If you are
already proficient in the skill, you add double your proficiency bonus to checks
you make with it.\n • You can use a bonus action on your turn to command one
friendly beast within 60 feet of you that can hear you and that isn't currently
following the command of someone else. You decide now what action the beast will
take and where it will move during its next turn, or you issue a general command
that lasts for 1 minute, such as to guard a particular area.", :key :animal-
handler}, :historian {:ability-increases #{:orcpub.dnd.e5.character/int}, :prereqs
#{}, :option-pack "UA - Feats for Skills", :name "Historian", :description "Your
study of history rewards you with the following benefits:\n • Increase your
Intelligence score by 1, to a maximum of 20.\n • You gain proficiency in the
History skill. If you are already proficient in the skill, you add double your
proficiency bonus to checks you make with it.\n • When you take the Help action
to aid another creature's ability check, you can make a DC 15 Intelligence
(History) check. On a success, that creature's check gains a bonus equal to your
proficiency bonus, as you share pertinent advice and historical examples. To
receive this bonus, the creature must be able to understand what you're
saying.", :props {:skill-prof-or-expertise {:history
true}}, :key :historian}, :performer {:ability-increases
#{:orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "UA - Feats for
Skills", :name "Performer", :description "You master performance so that you can
command any stage. You gain the following benefits:\n • Increase your Charisma
score by 1, to a maximum of 20.\n • You gain proficiency in the Performance
skill. If you are already proficient in the skill, you add double your proficiency
bonus to checks you make with it.\n • While performing, you can try to distract
one humanoid you can see who can see and hear you. Make a Charisma (Performance)
check contested by the humanoid's Wisdom (Insight) check. If your check succeeds,
you grab the humanoid's attention enough that it makes Wisdom (Perception) and
Intelligence (Investigation) checks with disadvantage until you stop
performing.", :props {:skill-prof-or-expertise {:performance
true}}, :key :performer}}}, "UA - The Artificer Revisited" {:orcpub.dnd.e5/spells
{:arcane-weapon {:description "You channel arcane energy into one simple or martial
weapon you're holding, and choose one damage type: acid, cold, fire, lightning,
poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the
chosen type to any target you hit with the weapon. If the weapon isn't magical, it
becomes a magic weapon for the spell's duration.\n As a bonus action, you can
change the damage type, choosing from the options above.\n At Higher Levels.When
you cast this spell using a spell slot of 3rd level or higher, you can maintain
your concentration on the spell for up to 8 hours.", :key :arcane-weapon, :school
"transmutation", :name "Arcane Weapon", :duration "Concentration, up to 1
hour", :level 1, :option-pack "UA - The Artificer Revisited", :components {:verbal
true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:bard
false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false,
:warlock false, :wizard true}, :range "Self"}}, :orcpub.dnd.e5/monsters
{:alchemical-homunculus
{:description "Hit Points: equal to five times its creators Artificer level + its
creators Intelligence modifier\nSenses: darkvision 60 ft., passive Perception 10\
nLanguages: understands the languages its creator speaks\nMight of the Master. The
following numbers increase by 1 when your proficiency bonus increases by 1: the
homunculus's skill bonusesand the bonuses to hit and damage of its Acidic
Spittle.", :key :alchemical-homunculus, :int 10, :speed "20 ft., fly 30 ft.", :name
"Alchemical Homunculus", :alignment "neutral", :cha 7, :hit-points {:modifier
1, :die-count 1, :die 4}, :type :construct, :size :tiny, :option-pack "UA - The
Artificer Revisited", :armor-class 13, :skills {:perception 4, :stealth 4}, :str 4,
:con 11, :dex 15, :wis 10, :props {:damage-immunity {:acid true, :poison
true}, :condition-immunity {:charmed true, :poisoned true}}, :traits [{:description
"Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see.\nHit:1d6 +
2 acid damage", :type :action, :name "Acidic Spittle (requires its creators Bonus
Action to use)"} {:description "The homunculus produces a salve and touches one
creature you designate. The target receives one of the following magical benefits
of your choice:\n\nBuoyancy. The target gains a flying speed of 10 feet for 10
minutes.\nInspiration. The target feels giddy and effective, gaining advantage on
certain ability checks in the next hour. The target chooses the checks before or
after rolling. The magic runs out after the target has used it on a number of
checks equal to your Intelligence modifier (minimum of 1).\nResilience. The target
gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.",
:name "Alchemical Salve (3/Day)"}]}}, :orcpub.dnd.e5/classes {:artificer-revisited
{nil nil, :key :artificer-revisited, :level-modifiers [{:type :armor-
prof, :value :light} {:type :armor-prof, :value :medium} {:type :armor-prof, :value
:shields} {:type :weapon-prof, :value :simple} {:type :weapon-
prof, :value :crossbow-hand} {:type :weapon-prof, :value :crossbow-heavy}
{:type :tool-prof, :value :tinkers-tools} {:type :tool-prof, :value :thieves-
tools}], :name "Artificer, Revisited", :subclass-level 3, :option-pack "UA - The
Artificer Revisited", :subclass-title "Artificer Specialist", :level-selections
[{:type :artificer-infusions, :level 19, :num 1} {:type :artificer-
infusions, :level 15, :num 1} {:type :artificer-infusions, :level 11, :num 1}
{:type :artificer-infusions, :level 7, :num 1} {:type :artificer-infusions, :level
4, :num 1} {:type :artificer-infusions, :level 2, :num 3}], :spellcasting {:level-
factor 2, :known-mode :schedule, :ability :orcpub.dnd.e5.character/int, :spells-
known {2 2, 3 1, 5 1, 7 1, 9 1, 11 1, 13 1, 15 1, 17 1, 19 1}, :cantrips?
true, :cantrips-known {1 2, 10 1, 14 1}, :spell-list {0 #{:dancing-lights :ray-of-
frost :acid-splash :mage-hand :thorn-whip :fire-bolt :guidance :mending :resistance
:shocking-grasp :spare-the-dying :poison-spray :light :prestidigitation :message},
1 #{:alarm :arcane-weapon :detect-magic :grease :identify :longstrider :disguise-
self :shield-of-faith :false-life :expeditious-retreat :sanctuary :cure-
wounds :jump}, 2 #{:magic-mouth :arcane-lock :rope-trick :protection-from-
poison :continual-flame :enhance-ability :lesser-restoration :enlarge-
reduce :darkvision :alter-self :see-invisibility :magic-
weapon :levitate :blur :invisibility :aid :spider-climb :heat-metal}, 3
#{:elemental-weapon :blink :water-breathing :dispel-magic :glyph-of-
warding :haste :fly :revivify :protection-from-energy :water-walk :gaseous-form}, 4
#{:fabricate :leomunds-secret-chest :mordenkainens-faithful-hound :freedom-of-
movement :mordenkainens-private-sanctum :otilukes-resilient-sphere :arcane-
eye :stone-shape :stoneskin}, 5 #{:animate-objects :bigbys-hand :creation :greater-
restoration :wall-of-stone}}}, :ability-increase-levels [4 8 12 16 19], :profs
{:save {:orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/int
true}, :skill-options {:choose 2, :options {:arcana true, :history
true, :investigation true, :medicine true, :nature true, :perception
true, :sleight-of-hand true}}}, :hit-die 8, :traits [{:description "The creation
and operation of gunpowder weapons have been discovered in various corners of the
D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon
Master's Guide(p. 267) and your artificer has been exposed to the operation of such
weapons, your artificer is proficient with them.", :name "Optional Rule: Firearm
Proficiency"} {:description "At 1st level, you learn how to invest a spark of magic
in objects that would otherwise be mundane. To use this ability, you must have
thieves' tools, tinker's tools, or other artisan's tools in hand. You then touch a
Tiny nonmagical object as an action and give it one of the following magical
properties of your choice:\n • The object sheds bright light in a 5-foot radius
and dim light for an additional 5 feet.\n • Whenever tapped by a creature, the
object emits a recorded message that can be heard up to 10 feet away. You utter the
message when you bestow this property on the object, and the recording can be no
more than 6 seconds long.\n • The object continuously emits your choice of an
odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen
phenomenon is perceivable up to 10 feet away.\n • A static visual effect appears
on one of the object's surfaces. This effect can be a picture, up to 25 words of
text, lines and shapes, or a mixture of these elements, as you like.\n The chosen
property lasts indefinitely. As an action, you can touch the object and end the
property early.\n You can give the magic of this feature to multiple objects,
touching one object each time you use the feature, and a single object can bear
only one of the properties at a time. The maximum number of objects you can affect
with the feature at one time is equal to your Intelligence modifier (minimum of one
object). If you try to exceed your maximum, the oldest property immediately ends,
and then the new property applies.", :name "Magical Tinkering"} {:name
"Spellcasting", :description "You have studied the workings of magic, how to
channel it through objects, and how to awaken it within them. As a result, you have
gained a limited ability to cast spells. To observers, you don't appear to be
casting spells in a conventional way; you look as if you're producing wonders
through various items.\n\nTools Required: You produce your artificer spell effects
through your tools. You must have a spellcasting focus — specifically thieves'
tools or some kind of artisan's tool — in hand when you cast any spell with this
Spellcasting feature. You must be proficient with the tool to use it in this way.
See chapter 5, “Equipment,” in the Player's Handbook for descriptions of these
tools.\n After you gain the Infuse Item feature at 2nd level, you can also use
any item bearing one of your infusions as a spellcasting focus."} {:description
"You can cast an artificer spell as a ritual if that spell has the ritual tag and
you have the spell prepared.", :name "Ritual Casting"} {:name "Infuse Item", :level
2, :description "At 2nd level, you gain the ability to imbue mundane items with
certain magical infusions. The magic items you create with this feature are
effectively prototypes of permanent items.\n\nInfusions Known: When you gain this
feature, pick two artificer infusions to learn, choosing from the “Artificer
Infusions” section at the end of the class's description. You learn additional
infusions of your choice when you reach certain levels in this class, as shown in
the Infusions Known column of the Artificer table.\n Whenever you gain a level in
this class, you can replace one of the artificer infusions you learned with a new
one.\n\nInfusing an Item: Whenever you finish a long rest, you can touch a
nonmagical object and imbue it with one of your artificer infusions, turning it
into a magic item. An infusion works on only certain kinds of objects, as specified
in the infusion's description. If the item requires attunement, you can attune
yourself to it the instant you infuse the item, or you can forgo attunement so that
someone else can attune to the item. If you decide to attune to the item later, you
must do so using the normal process for attunement (see “Attunement” in the Dungeon
Master's Guide, page 136).\n Your infusion remains in an item indefinitely, but
when you die, the infusion vanishes after a number of days have passed equal to
your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you
give up your knowledge of the infusion for another one.\n You can infuse more
than one nonmagical object at the end of a long rest; the maximum number of objects
appears in the Infused Items column of the Artificer table at
https://media.wizards.com/2019/dnd/downloads/UA-Artificer-2019.pdf. You must touch
each of the objects, and each of your infusions can be in only one object at a
time. If you try to exceed your maximum number of infusions, the oldest infusion
immediately ends, and then the new infusion applies."} {:description "Starting at
3rd level, your proficiency bonus is doubled for any ability check you make that
uses your proficiency with a tool.", :level 3, :name "Tool Expertise"}
{:description "Starting at 5th level, you can attack twice, rather than once,
whenever you take the Attack action on your turn, but one of the attacks must be
made with a magic weapon, the magic of which you use to propel the attack.", :level
5, :name "Arcane Armament"} {:name "The Right Cantrip for the Job", :level
10, :description "At 10th level, you gain the ability to make sure you have the
right magical tool for a job. Whenever you finish a short or long rest, you can
replace one of the artificer cantrips you know with another cantrip from
the artificer spell list."} {:name "Spell-Storing Item", :level 18, :description
"When you reach 18th level, you learn how to store a spell in an object for
repeated use. Whenever you finish a long rest, you can touch one simple or martial
weapon or an item that you can use as a spellcasting focus and store a spell in it,
choosing one 1st-or 2nd-level spell from the artificer spell list that requires 1
action to cast (you don't need to have the spell prepared). With the object in
hand, a creature can take an action to produce the spell's effect from it, using
your spellcasting ability modifier.\n The spell stays in the object until it has
been used a number of times equal to twice your Intelligence modifier (minimum of
twice) or until you use this feature again."} {:description "At 20th level, your
understanding of magic items is unmatched, allowing you to mingle your soul with
items linked to you. You can attune to up to six magic items at once. In addition,
you gain a +1 bonus to all saving throws per magic item you are currently attuned
to.", :name "Soul of Artifice", :level 20}]}}, :orcpub.dnd.e5/subclasses
{:alchemist {:class :artificer-revisited, :traits [{:description "By the time you
adopt this specialty at 3rd level, you're deeply familiar with employing its
tools.\n Proficiencies. You gain proficiency with alchemist's supplies and the
herbalism kit, assuming you don't already have them. You also gain alchemist's
supplies and an herbalism kit for free—the result of tinkering you've done as
you've prepared for this specialization.\n Crafting. If you craft a magic item in
the potion category, it takes you a quarter of the normal time, and it costs you
half as much of the usual gold.", :level 3, :name "Tools of the Trade"}
{:description "Starting at 3rd level, you always have certain spells prepared after
you reach particular levels in this class, as shown in the Alchemist Spells table.
These spells count as artificer spells for you, but they don't count against the
number of artificer spells you prepare.", :name "Alchemist Spells", :level 3}
{:level 3, :description "At 3rd level,you learn ancient methods for magically
creating a special homunculus that is formed by alchemical substances.\n Whenever
you finish a long rest and your alchemist's supplies are with you, you can form
this homunculus in an unoccupied space within 5 feet of you. If you already have a
homunculus from this feature, the first one immediately The homunculus is
friendly to you and your companions, and it obeys your commands. See this
creature's game statistics in the Alchemical Homunculus stat block. You determine
the homunculus's appearance, which includes wings and bits of alchemical equipment.
Some alchemists prefer mechanical-looking birds, whereas others like winged vials
or miniature cauldrons.\n In combat, the homunculus shares your initiative count,
but it takes its turn immediately after yours. The only action it takes on its turn
is the Dodge action, unless you take a bonus action on your turn to command it to
take one of the actions in its stat block or to take the Dash, Disengage, or Help
If the mending spell is cast on it, it regains 2d6 hit points. If it has died
within the last hour, you can use your alchemist's supplies as an action to revive
it, provided you are within 5 feet of it and you expend a spell slot of 1st level
or higher. The homunculus returns to life with all its hit points restored.", :name
"Alchemical Homunculus"} {:level 6, :description "At 6th level, your command of
magical chemicals has become masterful, enhancing the healing and damage you create
through them. When you cast a spell using your alchemist's supplies as the
spellcasting focus, you gain a bonus to one roll of the spell. That roll must
restore hit points or be a damage roll that deals acid or poison damage, and the
bonus equals your Intelligence modifier (minimum of +1).\n In addition, you can
cast lesser restoration without expending a spell slot, provided you use
alchemist's supplies as the spellcasting focus. You can do so a number of times per
day equal to your Intelligence modifier (minimum of once).", :name "Alchemical
Mastery"} {:description "By 14th level, you have been exposed to so many chemicals
and unlocked their secrets that they pose little risk to you, and you can use them
to quickly end certain ailments. You gain resistance to acid damage and poison
damage, and you are now immune to the poisoned condition.\n In addition, you can
cast greater restoration once without expending a spell slot and without providing
the material component, provided you use alchemist's supplies as the spellcasting
focus. You regain the ability to do so when you finish a long rest.", :level
14, :name "Chemical Savant"}], :level-modifiers [{:type :tool-prof, :level
3, :value :alchemists-supplies} {:type :tool-prof, :level 3, :value :herbalism-kit}
{:type :spell, :level 3, :value {:level 1, :key :purify-food-and-
drink, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 3, :value
{:level 1, :key :ray-of-sickness, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 5, :value {:level 2, :key :melfs-acid-
arrow, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 5, :value
{:level 2, :key :web, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
9, :value {:level 3, :key :create-food-and-
water, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 9, :value
{:level 3, :key :stinking-cloud, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 13, :value {:level
4, :key :blight, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
13, :value {:level 4, :key :death-ward, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 17, :value {:level
5, :key :cloudkill, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
17, :value {:level 5, :key :raise-dead, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 6, :value {:level 2, :key :lesser-
restoration, :ability :orcpub.dnd.e5.character/int}} {:type :damage-
resistance, :level 14, :value :acid} {:type :damage-resistance, :level
14, :value :poison} {:type :spell, :level 14, :value {:level 5, :key :greater-
restoration, :ability :orcpub.dnd.e5.character/int}}], :option-pack "UA - The
Artificer Revisited", :name "Alchemist", :key :alchemist}, :artillerist
{:class :artificer-revisited, :traits [{:name "Tools of the Trade", :level
3, :description "By the time you adopt this specialty at 3rd level, you're deeply
familiar with employing its tools.\n Proficiencies. You gain proficiency with
smith's tools and woodcarver's tools, assuming you don't already have them. You
also gain those tools for free—the result of tinkering you've done as you've
prepared for this specialization.\n In addition, you gain the ability to use
rods, staffs, and wands as spellcasting focuses for your artificer spells. You also
gain a nonmagical, wooden wand for free, which you've carved in your spare time.\n
Crafting. If you craft a magic item in the wand category, it takes you a quarter of
the normal time, and it costs you half as much of the usual gold."} {:level
3, :description "At 3rdlevel, you learn how to create a magical turret. With your
smith's tools in hand, you can take an action to magically summon a Medium turret
in an unoccupied space on a horizontal surface within 5 feet of you.\n The turret
is a magical object that occupies its space and that has crablike legs. It has an
AC of 18 and a number of hit points equal to five times your artificer level. It is
immune to poison damage, psychic damage, and all conditions. If it is forced to
make an ability check or a saving throw, treat all its ability scores as 10 (+0).
If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it
is reduced to 0 hit points or after 10 minutes. You can dismiss it early as an
action.\n When you summon the turret, you decide which type it is, choosing from
the options on the Arcane Turrets table. On each of your turns, you can take a
bonus action to cause the turret to activate if you are within 60 feet of it. As
part of the same action, you can direct the turret to walk or climb up to 15 feet
to an unoccupied You can summon a turret once for free and must finish a long
rest before doing so again. You can also summon the turret by expending a spell
slot of 1st level or higher. If you summon a second turret, the first turret
disappears.\n As an action, you can command your turret to detonate if you are
within 60 feet of it. Doing so destroys the turret and forces each creature within
10 feet of it to make a Dexterity saving throw against your spell save DC, taking
3d6 force damage on a failed save or half as much damage on a successful one.\n\
nArcane Turrets\n Flamethrower. The turret exhales fire in an adjacent 15-foot
cone that you designate. Each creature in that area must make a Dexterity saving
throw against your spell save DC, taking 1d8 fire damage on a failed save or half
as much damage on a successful one. The fire ignites any flammable objects in the
area that aren't being worn or carried.\n Force Ballista. Make a ranged spell
attack, originating from the turret, at one creature or object within 120 feet of
it. On a hit, the target takes 2d8 force damage, and if the target is a creature,
it is pushed up to 5 feet away from the turret.\n Defender. The turret emits a
burst of positive energy that grants itself and each creature of your choice within
10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence
modifier (minimum of +1).", :name "Arcane Turret"} {:level 6, :name "Wand
Prototype", :description "By 6th level, you now regularly experiment with
channeling different types of magic through wands. Whenever you finish a long rest
and your woodcarver's tools are with you,
you can touch a nonmagical, wooden wand and turn it into a magic item. When you do
so, you invest it with one artificer cantrip of your choice — even one you don't
know — that has a casting time of 1 action. As an action, you can cause the magic
wand to produce the cantrip, using your spellcasting ability modifier (other
creatures are unable to use the wand's magic). The wand loses this magic when you
finish your next long rest.\n Any damage roll you make for a cantrip in the wand
gains a bonus equal to your Intelligence modifier (minimum of +1).\n When you
reach 14th level in this class, you can invest the wand with two cantrips at the
end of a long rest."} {:description "Starting at 14th level, you're a master at
conjuring a well-defended emplacement. You and your allies have half cover while
within 10 feet of a turret you create with Arcane Turret, as a result of a
shimmering field of magical protection that the turret emits.\n You can also now
summon a second turret for free and must finish a long rest before doing so again.
If you summon the second turret while the first is still present, the first one
doesn't disappear, and each turret can be of a different type (if you summon a
third turret, the first turret vanishes). Moreover, you can use one bonus action to
activate both turrets.", :name "Fortified Position", :level 14}], :level-modifiers
[{:type :tool-prof, :value :smiths-tools, :level 3} {:type :tool-
prof, :value :woodcarvers-tools, :level 3} {:type :spell, :level 3, :value {:level
1, :key :shield, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
3, :value {:level 1, :key :thunderwave, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 5, :value {:level 2, :key :scorching-
ray, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 5, :value
{:level 2, :key :shatter, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 9, :value {:level 3, :ability
:orcpub.dnd.e5.character/int, :key :fireball}} {:type :spell, :level 9, :value
{:level 3, :ability :orcpub.dnd.e5.character/int, :key :wind-wall}}
{:type :spell, :level 13, :value {:level 4, :ability
:orcpub.dnd.e5.character/int, :key :ice-storm}} {:type :spell, :level 13, :value
{:level 4, :ability :orcpub.dnd.e5.character/int, :key :wall-of-fire}}
{:type :spell, :level 17, :value {:level 5, :ability
:orcpub.dnd.e5.character/int, :key :cone-of-cold}} {:type :spell, :level 17, :value
{:level 5, :ability :orcpub.dnd.e5.character/int, :key :wall-of-force}}], :option-
pack "UA - The Artificer Revisited", :name
"Artillerist", :key :artillerist}}, :orcpub.dnd.e5/selections {:artificer-infusions
{:options [{:description "Item: A pair of boots (requires attunement)\n\nWhile
wearing these boots, a creature can teleport up to 15 feet as a bonus action to an
unoccupied space the creature can see. The creature must have occupied that space
at some point during the current turn.", :name "Boots of the Winding Path
(Prerequisite: 4th-level artificer)"} {:description "Item: A suit of armor or a
shield\n\nA creature gains a +1 bonus to Armor Class while wearing (armor) or
wielding (shield) the infused item. The bonus increases to +2 when you reach 12th
level in this class.", :name "Enhanced Defense"} {:description "Item: A simple or
martial weapon\n\nThis magic weapon grants a +1 bonus to attack and damage rolls
made with it. The bonus increases to +2 when you reach 12th level in this
class.", :name "Enhanced Weapon"} {:description "Item: 2–5 pouches\n\nThe infused
pouches all share one interdimensional space of the same capacity as a single
pouch. Thus, reaching into any of the pouches allows access to the same storage
space. A pouch operates as long as it is within 100 miles of another one of the
pouches; the pouch is otherwise empty and won't accept any contents.\n\nIf this
infusion ends, the items stored in the shared space move into one of the pouches,
determined at random. The rest of the pouches become empty.", :name "Many-Handed
Pouch (Prerequisite: 4th-level artificer)"} {:description "Item: A simple or
martial weapon (requires attunement)\n\nThis magic weapon grants a +1 bonus to
attack and damage rolls made with it. While holding it, the wielder can take a
bonus action to cause it to shed bright light in a 30-foot radius and dim light for
an additional 30 feet. The wielder can extinguish the light as a bonus action.\n\
nAs a reaction immediately after being hit by a melee attack, the wielder can cause
the attacker to be blinded until the end of the attacker's next turn, unless the
attacker succeeds on a Constitution saving throw against your spell save DC. Once
used, this reaction can't be used again until the wielder finishes a short or long
rest.", :name "Radiant Weapon (Prerequisite: 8th-level artificer)"} {:description
"Item: A suit of armor (requires attunement)\n\nWhile wearing this armor, a
creature has resistance to one of the following damage types, which you choose when
you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic,
radiant, or thunder.", :name "Resistant Armor (Prerequisite: 8th-level artificer)"}
{:description "Item: A simple or martial weapon with the thrown property\n\nThis
magic weapon grants a +1 bonus to attack and damage rolls made with it, and it
returns to the wielder's hand immediately after it is used to make a ranged
attack.", :name "Returning Weapon"} {:description "Using this infusion, you
replicate a particular magic item; an Alchemy Jug. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Alchemy Jug"} {:description "Using this infusion, you
replicate a particular magic item; a Bag of Holding. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Bag of Holding"} {:description "Using this infusion, you
replicate a particular magic item; a Cap of Water Breathing. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Cap of Water Breathing"} {:description
"Using this infusion, you replicate a particular magic item; a Cloak of the Manta
Ray. See the item's description in the Dungeon Master's Guide for more information
about it, including the type of object required for its making and whether it
requires attunement.", :name "Replicate Magic Item: Cloak of the Manta Ray"}
{:description "Using this infusion, you replicate a particular magic item; Goggles
of Night. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Goggles of Night"}
{:description "Using this infusion, you replicate a particular magic item; a
Lantern of Revealing. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Lantern of
Revealing"} {:description "Using this infusion, you replicate a particular magic
item; a Rope of Climbing. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Replicate Magic Item: Rope of
Climbing"} {:description "Using this infusion, you replicate a particular magic
item; Sending Stones. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Sending Stones"}
{:description "Using this infusion, you replicate a particular magic item; a Wand
of Magic Detection. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Wand of Magic
Detection"} {:description "Using this infusion, you replicate a particular magic
item; a Wand of Secrets. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Replicate Magic Item: Wand of
Secrets"} {:description "Using this infusion, you replicate a particular magic
item; Boots of Elvenkind. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Replicate Magic Item: Boots of
Elvenkind (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; Boots of Striding and Springing.
See the item's description in the Dungeon Master's Guide for more information about
it, including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Boots of Striding and Springing
(Prerequisite: 12th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Boots of the Winterlands. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Boots of the Winterlands (Prerequisite:
12th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; Bracers of Archery. See the item's description in the
Dungeon
Master's Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Replicate
Magic Item: Bracers of Archery (Prerequisite: 12th-level artificer)"} {:description
"Using this infusion, you replicate a particular magic item; a Brooch of Shielding.
See the item's description in the Dungeon Master's Guide for more information about
it, including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Brooch of Shielding (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Cloak of Elvenkind. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Replicate Magic Item:
Cloak of Elvenkind (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Cloak of Protection. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Cloak of Protection (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; Eyes of Charming. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Replicate Magic Item: Eyes of
Charming (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; Eyes of the Eagle. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Eyes of the Eagle (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; Gauntlets of Ogre Power. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Replicate Magic Item:
Gauntlets of Ogre Power (Prerequisite: 12th-level artificer)"} {:description "Using
this infusion, you replicate a particular magic item; Gloves of Missile Snaring.
See the item's description in the Dungeon Master's Guide for more information about
it, including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Gloves of Missile Snaring (Prerequisite:
12th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; Gloves of Swimming and Climbing. See the item's description
in the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Gloves of Swimming and Climbing (Prerequisite: 12th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; . See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; Gloves of Thievery. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Replicate Magic Item: Gloves of
Thievery (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; . See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Replicate Magic Item:
(Prerequisite: 12th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Hat of Disguise. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Hat of Disguise (Prerequisite: 12th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; a
Headband of Intellect. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Headband of
Intellect (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Helm of Telepathy. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Helm of Telepathy (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Medallion of Thoughts. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Replicate Magic Item:
Medallion of Thoughts (Prerequisite: 12th-level artificer)"} {:description "Using
this infusion, you replicate a particular magic item; a Periapt of Wound Closure.
See the item's description in the Dungeon Master's Guide for more information about
it, including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Periapt of Wound Closure (Prerequisite:
12th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; Pipes of Haunting. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Replicate Magic Item:
Pipes of Haunting (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; Pipes of the Sewers. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Pipes of the Sewers (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Quiver of Ehlonna. See the item's description in the Dungeon Master's
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Replicate Magic Item: Quiver of
Ehlonna (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; a Ring of Jumping. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Ring of Jumping (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Ring of Mind Shielding. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Replicate Magic Item:
Ring of Mind Shielding (Prerequisite: 12th-level artificer)"} {:description "Using
this infusion, you replicate a particular magic item; a Ring of Water Walking. See
the item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Ring of Water Walking (Prerequisite:
12th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; Slippers of Spider Climbing. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Slippers of Spider Climbing (Prerequisite: 12th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; Winged Boots. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Winged Boots
(Prerequisite: 12th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; an Amulet of Health. See the item's description
in the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Amulet of Health (Prerequisite: 16th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; a Belt
of Hill Giant Strength. See the item's description in the Dungeon Master's Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Replicate Magic Item: Belt of Hill
Giant Strength (Prerequisite: 16th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; Boots of Levitation. See the
item's description in the Dungeon Master's Guide for more information about it,
including the type of object required for its making and whether
it requires attunement.", :name "Replicate Magic Item: Boots of Levitation
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Boots of Speed. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Boots of Speed (Prerequisite: 16th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; Bracers
of Defense. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Bracers of Defense
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Cloak of the Bat. See the item's description
in the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Cloak of the Bat (Prerequisite: 16th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item;
Dimensional Shackles. See the item's description in the Dungeon Master's Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Dimensional Shackles
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Gem of Seeing. See the item's description in
the Dungeon Master's Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Gem of Seeing (Prerequisite: 16th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; a Horn
of Blasting. See the item's description in the Dungeon Master's Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Horn of Blasting
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Ring of Free Action. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Ring of Free Action (Prerequisite: 16th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Ring of Protection. See the item's description in the Dungeon
Master's Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Replicate Magic Item:
Ring of Protection (Prerequisite: 16th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Ring of the Ram. See the item's
description in the Dungeon Master's Guide for more information about it, including
the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Ring of the Ram (Prerequisite: 16th-
level artificer)"}], :option-pack "UA - The Artificer Revisited", :name "Artificer
Infusions", :key :artificer-infusions}}}, "UA - Fighter, Ranger, and Rogue"
{:orcpub.dnd.e5/selections {:rune-magic {:options [{:name "Huag (Hill
Rune)", :description "This rune's magic bestows a resilience reminiscent of a hill
giant. While wearing or carrying an object inscribed with this rune, you have
advantage on saving throws against being poisoned, and you have resistance against
poison damage.\n In addition, you can invoke the rune as a bonus action, gaining
resistance to bludgeoning, piercing, and slashing damage for 1 minute.Once you
invoke the rune, you can't do so again until you finish a short or long rest."}
{:description "This rune's magic channels the masterful craftsmanship of fire giant
smiths. While wearing or carrying an object inscribed with this rune, your
proficiency bonus is doubled for any ability check you make that uses your
proficiency with a tool.\n In addition, when you hit a creature with a weapon
attack, you can invoke the rune to summon fiery shackles: the target must succeed
on a Strength saving throw or be restrained for 1 minute. While restrained by the
shackles, the target takes 2d6 fire damage at the start of each of its turns. The
target can repeat the saving throw at the end of each of its turns, banishing the
shackles on a success. Once you invoke the rune, you can't do so again until you
finish a short or long rest.", :name "Ild (Fire Rune)"} {:name "Ise (Frost
Rune)", :description "This rune's magic evokes a frost giant's stoic calm. While
wearing or carrying an object inscribed with this rune, you have advantage on
Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.\n In
addition, you can invoke the rune as a bonus action to increase your Strength score
by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30.
Once you invoke the rune, you can't do so again until you finish a short or long
rest."} {:description "This rune's magic emulates the deceptiveness of a cloud
giant. While wearing or carrying an object inscribed with this rune, you have
advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.\n
In addition, when you or a creature you can see within 30 feet of you is hit by an
attack roll, you can use your reaction to invoke the rune and cause that attack to
target a different creature within 30 feet of you (other than the attacker), using
the same roll. This magic can transfer the attack regardless of the attack's range.
Once you invoke the rune, you can't do so again until you finish a short or long
rest.", :name "Skye (Cloud Rune)"} {:name "Stein (Stone Rune)", :description "This
rune's magic channels the insightfulness of a stone giant.While wearing or carrying
an object inscribed with this rune, you have advantage on Wisdom (Insight) checks,
and you have darkvision out to a range of 60 feet. If you already have darkvision,
its range increases by 30 feet.\n In addition, when a creature you can see ends
its turn within 30 feet of you, you can use your reaction to invoke the rune and
force the creature to make a Wisdom saving throw. Unless the save succeeds, the
creature is charmed by you for 1 minute. While charmed in this way, the creature
has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect
ends if the charmed creature takes any damage or if someone else uses an action to
shake the creature out of its haze. Once you invoke the rune, you can't do so again
until you finish a short or long rest."} {:name "Uvar (Storm Rune)", :description
"Using this rune, you can glimpse the future like a storm giant. While wearing or
carrying an object inscribed with this rune, you have advantage on Intelligence
(Arcana) checks, and you can't be surprised as long as you are not incapacitated.\n
In addition, you can invoke the rune as a bonus action to enter a prophetic state
for 1 minute or until you're incapacitated. Until the state ends, when you or
another creature you can see within 60 feet of you makes an attack roll, a saving
throw, or an ability check, you can use your reaction to cause the roll to have
advantage or disadvantage. Once you invoke the rune, you can't do so again until
you finish a short or long rest."}], :name "Rune Magic", :option-pack "UA -
Fighter, Ranger, and Rogue", :key :rune-magic}}, :orcpub.dnd.e5/subclasses {:rune-
knight {:class :fighter, :traits [{:name "Bonus Proficencies", :level
3, :description "You gain proficiency with Smith's tools, and you learn to read,
write, and speak Giant. Add this language proficiency manually. "} {:name "Rune
Magic", :description "You learn how to use runes to enhance your gear. When you
gain this feature, you learn how to inscribe two runes of your choice on weapons,
armor, or shields (see “Rune Options” at
https://media.wizards.com/2019/dnd/downloads/UA-RuneSwarmRevived.pdf).\n Whenever
you finish a long rest, you can touch a number of objects equal to the number of
runes you know, and you inscribe a different rune onto each of the objects. To be
eligible, an object must be a weapon, a suit of armor, or a shield.\n Your rune
remains on an object until you finish a long rest, and an object can bear only one
of your runes.\n Each time you gain a level in this class, you can replace one
rune you know with a different one.\n The Rune Magic features are all magical
effects. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your
proficiency bonus + your Intelligence modifier.", :level 3} {:name "Giant Might
", :description "You can imbue yourself with the might of giants. As a bonus
action, you magically gain the following benefits, which last for 1 minute:\n •
If you are smaller than Large, you become Large, along with anything you are
wearing. If you lack the room to become Large, your size doesn't change.\n • You
have advantage on Strength checks and Strength saving throws.\n • Your weapon
attacks deal an extra 1d6 damage.\n You can use this feature twice, and you
regain all expended uses of it when you finish a long rest.", :level 3} {:level
7, :description "You learn to invoke your rune magic to protect your allies. When
another creature you can see within 60 feet of you is hit by an attack roll, you
can use your reaction to grant a bonus to the creature's AC against that attack.
The bonus equals 1 + your Intelligence modifier (minimum of +2).\n In addition,
you learn one new rune of your choice from the Rune Magic feature (for
a total of three).", :name "Defensive Runes."} {:name "Great Stature", :level
10, :description "The magic of your runes permanently alters you. When you gain
this feature, roll 3d4. You grow a number of inches in height equal to the roll.
Moreover, the extra damage you deal with your Giant Might feature increases to
1d8.\n In addition, you learn one new rune of your choice from your Rune Magic
feature (for a total of four)."} {:name "Rune Magic Mastery", :description "You can
invoke each rune you know from your Rune Magic feature twice, rather than once, and
you regain all expended uses when you finish a short or long rest.\n In addition,
you learn one new rune of your choice from the Rune Magic feature (for a total of
five).", :level 15} {:name "Blessing of the All Father", :level 18, :description
"You learn how to share your rune magic with your allies. When you use your Giant
Might feature, you can choose one willing creature you can see within 60 feet of
you. The chosen creature also gains the benefits of your Giant Might
feature."}], :level-modifiers [{:type :tool-prof, :value :smiths-tools, :level 3}],
:name "Rune Knight", :option-pack "UA - Fighter, Ranger, and Rogue", :level-
selections [{:type :rune-magic, :level 15, :num 5} {:type :rune-magic, :level
10, :num 4} {:type :rune-magic, :level 7, :num 3} {:type :rune-magic, :level
3, :num 2}], :key :rune-knight}, :the-revived {:class :rogue, :traits
[{:description "You remember talents you had in your previous life. When you finish
a long rest, you gain one skill or tool proficiency of your choice. You can replace
this proficiency with another when you finish a long rest. Enter this proficiency
manually.", :name "Tokens of Past Life", :level 3} {:name "Revived
Nature", :description "Your newfound connection to death gives you the following
benefits:\n • You have advantage on saving throws against disease and being
poisoned, and you have resistance to poison damage.\n • You don't need to eat,
drink, or breathe.\n • You don't need to sleep. When you take a long rest, you
must spend at least four hours in an inactive, motionless state, rather than
sleeping. In this state, you remain semiconscious, and you can hear as
normal.", :level 3} {:description "You have learned to unleash bolts of necrotic
energy from within your revived body. Immediately after you use your Cunning
Action, you can make a ranged spell attack against a creature within 30 feet of
you, provided you haven't used your Sneak Attack this turn. You are proficient with
it, and you add your Dexterity modifier to its attack and damage rolls. A creature
hit by this attack takes necrotic damage equal to your Sneak Attack. This uses your
Sneak Attack for the turn.", :name "Bolts from the Grave", :level 3} {:name
"Connect with the Dead", :level 9, :description "You can create a link with a
spirit through their corpse. When you do so, you cast the speak with dead spell,
without using a spell slot or material components. Intelligence is your
spellcasting ability for this spell.\n Speaking with the dead in this way
temporarily gives you a capability from a past life—you're unsure whether it's from
your past or the spirit's. When the spell ends, you gain one random benefit from
the Revived Capabilities table. The benefit lasts until you finish a short or long
rest.\n\nRevived Capabilities\\\nd3 Capability\n1 You learn how to
speak, read, and write one language of your choice.\n2 You gain one skill or
tool proficiency of your choice.\n3 You gain proficiency with one saving
throw of your choice.\n\n After you cast the spell with this feature, you can't
do so again until you finish a short or long rest."} {:description "When at death's
door, you can converse with the powers of death. You have advantage on death saving
throws, and whenever you make a death saving throw, your spirit can ask an entity
of death a question that can be answered with “yes,” “no,” or “unknown.” The entity
answers truthfully, using the knowledge of all those who have died.\n In
addition, whenever you have 0 hit points and are healed or stabilized, you can
change any of your personal characteristics: personality trait, ideal, bond, or
flaw.", :name "Audience of Death", :level 13} {:name "Ethereal Jaunt", :level
17, :description "Like a ghost, you have the ability to slip in and out of the
Ethereal Plane. You can now use your Cunning Action to teleport to an unoccupied
space within 30 feet of you. You don't need to see that space to teleport to it,
but your teleportation fails, wasting your bonus action, if you attempt to teleport
through magical force that is Medium or larger, such as a wall of force. If you
appear in a space occupied by another creature or filled by an object, you are
immediately shunted to the nearest unoccupied space that you can occupy and take
force damage equal to twice the number of feet you are shunted."}], :level-
modifiers [{:type :spell, :level 9, :value {:level 3, :key :speak-with-
dead, :ability :orcpub.dnd.e5.character/int}}], :name "The Revived", :option-pack
"UA - Fighter, Ranger, and Rogue", :key :the-revived}, :swarmkeeper
{:class :ranger, :traits [{:description "You magically attract a swarm of fey
spirits that look like Tiny beasts of your choice. The swarm remains in your space,
crawling on you or through your clothing, or flying and skittering immediately
around you within your space.\n As a bonus action, you can agitate the swarm for
1 minute. For the duration, some of the swarm clings to your weapons or follows
your strikes when you attack: once during each of your turns when you hit a
creature with a weapon attack, you can deal an extra 1d6 force damage to that
creature, and the swarm moves the creature up to 5 feet toward you or away from you
(your choice). At 11th level, the extra damage increases to 2d6.\n You can use
this feature a number of times equal to your Wisdom modifier (minimum of once), and
you regain all expended uses when you finish a long rest. ", :name "Gathered
Swarm", :level 3} {:name "Writhing Tide", :level 7, :description "You can condense
part of your swarm into a focused mass that lifts or sweeps you along. Whenever you
activate your Gathered Swarm feature, choose one of the following additional
benefits:\n • Your walking speed increases by 10 feet, and you can take the
Disengage action as a bonus action.\n • You gain a climb speed equal to your
walking speed. You can climb difficult surfaces, including upside down on ceilings,
without making an ability check.\n • You gain a flying speed of 10 feet and can
hover."} {:level 11, :name "Scuttling Eyes", :description "As an action, you can
magically form one of the spirits of your swarm into the shape of a Tiny beast of
your choice. The transformation lasts for 1 hour, at which point the spirit
disappears. For the duration, the spirit has a speed of 40 feet, which it can use
to walk, climb, fly, or swim. The spirit has your senses and telepathically relays
what it sees and hears to you. During your turn, you can speak through the spirit,
telepathically command it to move, and it can Hide using your bonus to Dexterity
(Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a
Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher)
or the spirit disappears.\n As an action, you can dismiss the spirit early. If
you do, you can magically teleport to an unoccupied space within 5 feet of where
the spirit disappeared.\n Once you use this feature, you can't do so again until
you finish a long rest. You can also use it again by expending a spell slot of 3rd
level or higher."} {:name "Storm of Minions", :level 15, :description "Your swarm
can expel a seething storm of spirits that drains life from others. As an action,
you create a magical sphere filled with an enraged swarm centered on a point you
can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1
minute. The sphere is difficult terrain for creatures other than you. A creature
other than you that starts its turn in the sphere's area must make a Constitution
saving throw against your spell save DC. On a failed save, the creature takes 2d8
necrotic damage and is blinded until the start of its next turn. On a successful
save, it takes half as much damage and isn't blinded. At the start of your turn, if
any number of Small or larger creatures took necrotic damage from the swarm, you
regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the
sphere up to 30 feet.\n When you activate this feature, you can choose any number
of creatures you can see to be unaffected by it.\n Once you use this feature, you
can't do so again until you finish a long rest. You can also use it again by
expending a spell slot of 4th level or higher."}], :level-modifiers [{:type :spell,
:level 3, :value {:key :mage-hand, :ability :orcpub.dnd.e5.character/wis}}
{:type :spell, :level 3, :value {:level 1, :ability
:orcpub.dnd.e5.character/wis, :key :faerie-fire}} {:type :spell, :level 5, :value
{:level 2, :ability :orcpub.dnd.e5.character/wis, :key :web}} {:type :spell, :level
9, :value {:level 3, :ability :orcpub.dnd.e5.character/wis, :key :gaseous-form}}
{:type :spell, :level 13, :value {:level 4, :ability
:orcpub.dnd.e5.character/wis, :key :giant-insect}} {:type :spell, :level 17, :value
{:level 5, :ability :orcpub.dnd.e5.character/wis, :key :insect-plague}}], :name
"Swarmkeeper", :option-pack "UA - Fighter, Ranger, and
Rogue", :key :swarmkeeper}}}, "UA - Fighter" {:orcpub.dnd.e5/subclasses
{:sharpshooter {:class :fighter, :traits [{:description "Beginning when you choose
this archetype at 3rd level, your aim becomes deadly. As a bonus action on your
turn, you can take careful aim at a creature you can see that is within range of a
ranged weapon you're wielding.
Until the end of this turn, your ranged attacks with that weapon gain two benefits
against the target:\n • The attacks ignore half and three-quarters cover.\n •
On each hit, the weapon deals additional damage to the target equal to 2 + half
your fighter level.\n You can use this feature three times. You regain all
expended uses of it when you finish a short or long rest.", :name "Steady
Aim", :level 3} {:description "Starting at 7th level, you excel at picking out
hidden enemies and other threats. You can take the Search action as a bonus action.
You also gain proficiency in the Perception, Investigation, or Survival skill
(choose one and enter it manually).", :name "Careful Eyes", :level 7} {:name
"Close-Quarters Shooting", :description "At 10th level, you learn to handle
yourself in close combat. Making a ranged attack roll while within 5 feet of an
enemy doesn't impose disadvantage on your roll.\nIn addition, if you hit a creature
within 5 feet of you with a ranged attack on your turn, that creature can't take
reactions until the end of this turn.", :level 10} {:name "Rapid
Strike", :description "Starting at 15th level, you learn to trade accuracy for
swift strikes. If you have advantage on a weapon attack against a target on your
turn, you can forgo that advantage to immediately make an additional weapon attack
against the same target as a bonus action.", :level 15} {:name "Snap Shot", :level
18, :description "Starting at 18th level, you are ever ready to spring into action.
If you take the Attack action on your first turn of a combat, you can make one
additional ranged weapon attack as part of that action."}], :level-modifiers
[], :option-pack "UA - Fighter", :name "Sharpshooter", :key :sharpshooter}}}, "UA -
Waterborne Adventures" {:orcpub.dnd.e5/races {:minotaur-krynn- {:key :minotaur-
krynn-, :speed 30, :name "Minotaur (Krynn)", :abilities
{:orcpub.dnd.e5.character/str 1}, :size :medium, :option-pack "UA - Waterborne
Adventures", :profs {:tool {:navigators-tools true, :water-vehicles
true}}, :languages #{"Abyssal" "Common"}, :props {:weapon-prof {:simple
true}}, :traits [{:description "Your choice of your Strength, Intelligence, or
Wisdom score increases by 1 (Change manually in the Ability Scores).", :name
"Conqueror's Virtue"} {:description "You are never unarmed. Your horns are a melee
weapon that deals 1d10 piercing damage, and you are proficient with your horns.
Your horns grant you advantage on all checks made to shove a creature, but not to
avoid being shoved yourself.", :name "Horns"} {:description "When you take the
Attack action on your turn to make a melee attack, you can attempt to shove a
creature as a bonus action. You cannot use this shove attempt to knock a creature
prone.", :name "Hammering Horns"} {:description "When you take the Dash action on
your turn, you can use your bonus action to make one melee attack with your
horns.", :name "Goring Rush"} {:description "You can perfectly recall any path you
have traveled.", :name "Labyrinthine Recall"} {:description "You count as one size
larger when determining your carrying capacity and the weight you can push, drag,
or lift.", :name "Powerful Build"}]}}}, "UA - Feats" {:orcpub.dnd.e5/feats
{:alchemist {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "You
have studied the secrets of alchemy and are an expert in its practice, gaining the
following benefits:\n • Increase your Intelligence score by 1, to a maximum of
20.\n • You gain proficiency with alchemist's supplies. If you are already
proficient with them, you double your proficiency bonus to checks you make with
them.\n • As an action, you can identify one potion within 5 feet of you, as if
you had tasted it. You must see the liquid for this benefit to work.\n • Over the
course of any short rest, you can temporarily improve the potency of one potion of
healing of any rarity. To use this benefit, you must have alchemist's supplies with
you, and the potion must be within reach. If the potion is drunk no more than 1
hour after the short rest ends, the creature drinking the potion can forgo the
potion's die roll and regains the maximum number of hit points that the potion can
restore.", :key :alchemist, :name "Alchemist", :option-pack "UA - Feats", :prereqs
#{}, :props {:tool-prof-or-expertise {:alchemists-supplies true}}}, :blade-mastery
{:ability-increases #{}, :description "You master the shortsword, longsword,
scimitar, rapier, and greatsword. You gain the following benefits when using any of
them:\n • You gain a +1 bonus to attack rolls you make with the weapon.\n • On
your turn, you can use your reaction to assume a parrying stance, provided you have
the weapon in hand. Doing so grants a +1 bonus to your AC until the start of your
next turn or until you're not holding the weapon.\n • When you make an
opportunity attack with the weapon, you have advantage on the attack
roll.", :key :blade-mastery, :name "Blade Mastery", :option-pack "UA -
Feats", :prereqs #{}}, :burglar {:ability-increases
#{:orcpub.dnd.e5.character/dex}, :description "You pride yourself on your quickness
and your close study of certain clandestine activities. You gain the following
benefits:\n • Increase your Dexterity score by 1, to a maximum of 20.\n • You
gain proficiency with thieves' tools. If you are already proficient with them, you
add double your proficiency bonus to checks you make with
them.", :key :burglar, :name "Burglar", :option-pack "UA - Feats", :prereqs
#{}, :props {:tool-prof-or-expertise {:thieves-tools true}}}, :fell-handed
{:ability-increases #{}, :description "You master the handaxe, battleaxe, greataxe,
warhammer, and maul. You gain the following benefits when using any of them: \n •
You gain a +1 bonus to attack rolls you make with the weapon.\n • Whenever you
have advantage on a melee attack roll you make with the weapon and hit, you can
knock the target prone if the lower of the two d20 rolls would also hit the
target.\n • Whenever you have disadvantage on a melee attack roll you make with
the weapon, the target takes bludgeoning damage equal to your Strength modifier
(minimum of 0) if the attack misses but if the higher of the two d20 rolls would
have hit.\n • If you use the Help action to aid an ally's melee attack while
you're wielding the weapon, you knock the target's shield aside momentarily. In
addition to the ally gaining advantage on the attack roll, the ally gains a +2
bonus to the roll if the target is using a shield.", :key :fell-handed, :name "Fell
Handed", :option-pack "UA - Feats", :prereqs #{}}, :flail-mastery {:ability-
increases #{}, :description "The flail is a tricky weapon to use, but you have
spent countless hours mastering it. You gain the following benefits.\n • You gain
a +1 bonus to attack rolls you make with the weapon.\n • As a bonus action on
your turn, you can prepare yourself to extend your flail to sweep over targets'
shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus
against any target using a shield.\n • When you hit with an opportunity attack
using a flail, the target must succeed on a Strength saving throw (DC 8 + your
proficiency bonus + your Strength modifier) or be knocked prone.", :key :flail-
mastery, :name "Flail Mastery", :option-pack "UA - Feats", :prereqs #{}}, :gourmand
{:ability-increases #{:orcpub.dnd.e5.character/con}, :description "You have
mastered a variety of special recipes, allowing you to prepare exotic dishes with
useful effects. You gain the following benefits:\n • Increase your Constitution
score by 1, to a maximum of 20.\n • You gain proficiency with cook's utensils. If
you are already proficient with them, you add double your proficiency bonus to
checks you make with them.\n • As an action, you can inspect a drink or plate of
food within 5 feet of you and determine whether it is poisoned, provided that you
can see and smell it.\n • During a long rest, you can prepare and serve a meal
that helps you and your allies recover from the rigors of adventuring, provided you
have suitable food, cook's utensils, and other supplies on hand. The meal serves up
to six people, and each person who eats it regains two additional Hit Dice at the
end of the long rest. In addition, those who partake of the meal have advantage on
Constitution saving throws against disease for the next 24 hours.", :key :gourmand,
:name "Gourmand", :option-pack "UA - Feats", :prereqs #{}, :props {:tool-prof-or-
expertise {:cooks-utensils true, :thieves-tools false}}}, :master-of-disguise
{:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "You have honed
your ability to shape your personality and to read the personalities of others. You
gain the following benefits:\n • Increase your Charisma score by 1, to a maximum
of 20.\n • You gain proficiency with the disguise kit. If you are already
proficient with it, you add double your proficiency bonus to checks you make with
it.\n • If you spend 1 hour observing a creature, you can then spend 8 hours
crafting a disguise you can quickly don to mimic that creature. Making the disguise
requires a disguise kit. You must make checks as normal to disguise yourself, but
you can assume the disguise as an action.", :key :master-of-disguise, :name "Master
of Disguise", :option-pack "UA - Feats", :prereqs #{}, :props {:tool-prof-or-
expertise {:cooks-utensils false, :disguise-kit true, :thieves-tools
false}}}, :spear-mastery {:ability-increases #{}, :description "Though the spear is
a simple weapon to learn, it rewards you for the time you have taken to master it.
You gain the following benefits.\n • You gain a +1 bonus to attack rolls you make
with a spear.\n • When you use a spear, its damage die changes from a d6 to a d8,
and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if
another feature has
already improved the weapon's die.)\n • You can set your spear to receive a
charge. As a bonus action, choose a creature you can see that is at least 20 feet
away from you. If that creature moves within your spear's reach on its next turn,
you can make a melee attack against it with your spear as a reaction. If the attack
hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing
damage if you wield the spear with two hands. You can't use this ability if the
creature used the Disengage action before moving.\n • As a bonus action on your
turn, you can increase your reach with a spear by 5 feet for the rest of your
turn.", :key :spear-mastery, :name "Spear Mastery", :option-pack "UA -
Feats", :prereqs #{}}}}, "UA - Spells and Magic Tattoos" {:orcpub.dnd.e5/spells
{:summon-elemental-spirit {:description "You call forth a spirit from the Elemental
Planes. The spirit manifests physically in an unoccupied space that you can see
within range. This corporeal form uses the Elemental Spirit stat block below. When
you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature
physically resembles a vaguely humanoid form wreathed in the chosen element, which
also determines some of the traits in its stat block. The creature disappears when
it drops to 0 hit points or when the spell ends.\n The creature is friendly to
you and your companions for the spell's duration. In combat, the creature shares
your initiative count, but it takes its turn immediately after yours. It obeys
verbal commands that you issue to it (no action required by you). If you don't
issue any, it defends itself but otherwise takes no action.\n At Higher Levels.
When you cast this spell using a spell slot of 5th level or higher, the creature
assumes the higher level for that casting wherever it uses the spell's level in its
stat block. ", :key :summon-elemental-spirit, :school "conjuration", :name "Summon
Elemental Spirit", :duration "Concentration, up to 1 hour", :level 4, :option-pack
"UA - Spells and Magic Tattoos", :components {:verbal true, :somatic
true, :material true, :material-component "air, a pebble, ash, and water inside a
crystal vial worth at least 400 gp"}, :casting-time "1 action", :spell-lists {:bard
false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer
true, :warlock false, :wizard true}, :range "90 feet"}, :summon-bestial-spirit
{:description "You call forth the spirit of a beast. The spirit manifests
physically in an unoccupied space that you can see within range. This corporeal
form uses the Bestial Spirit stat block below. When you cast the spell, choose an
environment: Air, Land, or Water. The creature physically resembles an animal of
your choice that is native to the chosen environment, which also determines one of
the movement modes in the creature's stat block. The creature disappears when it
drops to 0 hit points or when the spell ends.\n The creature is friendly to you
and your companions for the spell's duration. In combat,the creature shares your
initiative count, but it takes its turn immediately after yours. It obeys verbal
commands that you issue to it (no action required by you). If you don't issue any,
it defends itself but otherwise takes no action.\n At Higher Levels. When you
cast this spell using a spell slot of 3rd level or higher, the creature assumes the
higher level for that casting wherever it uses the spell's level in its stat block.
", :key :summon-bestial-spirit, :school "conjuration", :name "Summon Bestial
Spirit", :duration "Concentration, up to 1 hour", :level 2, :option-pack "UA -
Spells and Magic Tattoos", :components {:verbal true, :somatic true, :material
true, :material-component "a feather, tuft of fur, and fish tail inside a gilded
acorn worth at least 200 gp"}, :casting-time "1 action", :spell-lists {:bard false,
:cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock
false, :wizard false}, :range "90 feet"}, :summon-shadow-spirit {:description "You
call forth a shadowy spirit from the Shadowfell. The spirit manifests physically in
an unoccupied space that you can see within range. This corporeal form uses the
Shadow Spirit stat block below. When you cast the spell, choose an emotion: Fury,
Despair, or Fear. The creature physically resembles a misshapen humanoid marked by
the chosen emotion, which also determines some of the traits in its stat block. The
creature disappears when it drops to 0 hit points or when the spell ends.\n The
creature is friendly to you and your companions for the spell's duration. In
combat, the creature shares your initiative count, but it takes its turn
immediately after yours. It obeys verbal commands that you issue to it (no action
required by you). If you don't issue any, it defends itself but otherwise takes no
action.\n At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the creature assumes the higher level for that casting wherever it
uses the spell's level in its stat block.", :key :summon-shadow-spirit, :school
"conjuration", :name "Summon Shadow Spirit", :duration "Concentration, up to 1
hour", :level 3, :option-pack "UA - Spells and Magic Tattoos", :components {:verbal
true, :somatic true, :material true, :material-component "tears inside a crystal
vial worth at least 300 gp"}, :casting-time "1 action", :spell-lists {:bard
false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "90 ft."}, :summon-celestial-spirit
{:description "You call forth a spirit from the Upper Planes. The spirit manifests
physically in an angelic form in an unoccupied space that you can see within range.
This corporeal form uses the Celestial Spirit stat block below. When you cast the
spell, choose Avenger or Defender. Your choice determines the creature's attack in
its stat block. The creature disappears when it drops to 0 hit points or when the
spell ends.\n The creature is friendly to you and your companions for the spell's
duration. In combat, the creature shares your initiative count, but it takes its
turn immediately after yours. It obeys verbal commands that you issue to it (no
action required by you). If you don't issue any, it defends itself but otherwise
takes no action.\n At Higher Levels. When you cast this spell using a spell slot
of 6th level or higher, the creature assumes the higher level for that casting
wherever it uses the spell's level in its stat block. ", :key :summon-celestial-
spirit, :school "conjuration", :name "Summon Celestial Spirit", :duration
"Concentration, up to 1 hour", :level 5, :option-pack "UA - Spells and Magic
Tattoos", :components {:verbal true, :somatic true, :material true, :material-
component "a golden reliquary worth at least 500 gp"}, :casting-time "1
action", :spell-lists {:bard false, :cleric true, :druid false, :paladin
true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "90
feet"}, :summon-undead-spirit {:description "You call forth a restless spirit from
beyond the grave. The spirit manifests physically in an unoccupied space that you
can see within range. This corporeal form uses the Undead Spirit stat block below.
When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal.
The creature physically resembles a humanoid with the chosen form, which also
determines some of the traits in its stat block. The creature disappears when it
drops to 0 hit points or when the spell ends.\n The creature is friendly to you
and your companions for the spell's duration. In combat, the creature shares your
initiative count, but it takes its turn immediately after yours. It obeys verbal
commands that you issue to it (no action required by you). If you don't issue any,
it defends itself but otherwise takes no action.\n At Higher Levels. When you
cast this spell using a spell slot of 4th level or higher, the creature assumes the
higher level for that casting wherever it uses the spell's level in its stat
block.", :key :summon-undead-spirit, :school "necromancy", :name "Summon Undead
Spirit", :duration "Concentration, up to 1 hour", :level 3, :option-pack "UA -
Spells and Magic Tattoos", :components {:verbal true, :somatic true, :material
true, :material-component "a gilded humanoid skull worth at least 300
gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard
true}, :range "90 ft."}, :summon-fiendish-spirit {:description "You call forth a
fiendish spirit from the Lower Planes. The spirit manifests physically in an
unoccupied space that you can see within range. This corporeal form uses the
Fiendish Spirit stat block below. When you cast the spell, choose Demon, Devil, or
Yugoloth. The creature physically resembles a fiend of the chosen type, which also
determines some of the traits in its stat block. The creature disappears when it
drops to 0 hit points or when the spell ends.\n The creature is friendly to you
and your companions for the spell's duration. In combat, the creature shares your
initiative count, but it takes its turn immediately after yours. It obeys verbal
commands that you issue to it (no action required by you). If you don't issue any,
it defends itself but otherwise takes no action.\n At Higher Levels. When you
cast this spell using a spell slot of 7th level or higher, the creature assumes the
higher level for that casting wherever it uses the spell's level in its stat
block.", :key :summon-fiendish-spirit, :school "conjuration", :name "Summon
Fiendish Spirit", :duration "Concentration, up to 1 hour", :level 6, :option-pack
"UA - Spells and Magic Tattoos", :components {:verbal true, :somatic
true, :material true, :material-component "humanoid blood inside a ruby vial worth
at least 600
gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard
true}, :range "90 feet"}, :acid-stream {:description "A stream of acid emanates
from you in a line 30 feet long and 5 feet wide in a direction you choose. Each
creature in the line must succeed on a Dexterity saving throw or be covered in acid
for the spell's duration or until a creature uses its action to scrape or wash the
acid off itself or another creature. A creature covered in the acid takes 3d4 acid
damage at start of each of its turns.\n At Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for
each slot level above 1st.", :key :acid-stream, :school "evocation", :name "Acid
Stream", :duration "Concentration, up to 1 minute", :level 1, :option-pack "UA -
Spells and Magic Tattoos", :components {:material-component "a bit of rotten food",
:verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-
lists {:bard false, :cleric false, :druid false, :paladin false, :ranger
false, :sorcerer true, :warlock false, :wizard true}, :range "Self (30-foot
line)"}, :summon-aberrant-spirit {:description "You call forth a spirit from the
Far Realm or another alien realm of madness. The spirit manifests physically in an
unoccupied space that you can see within range. This corporeal form uses the
Aberrant Spirit stat block below. When you cast the spell, choose Beholderkin,
Slaadi, or Star Spawn. The creature physically resembles your choice, which also
determines some of the traits in its stat block. The creature disappears when it
drops to 0 hit points or when the spell ends.\n The creature is friendly to you
and your companions for the spell's duration. In combat, the creature shares your
initiative count, but it takes its turn immediately after yours. It obeys verbal
commands that you issue to it (no action required by you). If you don't issue any,
it defends itself but otherwise takes no action.\n At Higher Levels. When you
cast this spell using a spell slot of 5th level or higher, the creature assumes the
higher level for that casting wherever it uses the spell's level in its stat
block.", :key :summon-aberrant-spirit, :school "conjuration", :name "Summon
Aberrant Spirit", :duration "Concentration, up to 1 hour", :level 4, :option-pack
"UA - Spells and Magic Tattoos", :components {:somatic true, :material-component "a
pickled tentacle and an eyeball in a crystal vial worth at least 400 gp", :material
true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric
false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock
true, :wizard true}, :range "90 feet"}, :spirit-shroud {:description "You call
forth spirits of the dead, which flit around you for the spell's duration. The
spirits are intangible and invulnerable, and they are good or evil (your choice).\n
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a
creature within 10 feet of you. This damage is radiant if the spirits are good and
necrotic if they are evil. Any creature that takes this damage can't regain hit
points until the start of your next turn.\n In addition, any creature of your
choice that you can see that starts its turn within 10 feet of you has its speed
reduced by 10 feet until the start of your next turn.\n At Higher Levels. When
you cast this spell using a spell slot of 4th level or higher, the extra damage
increases by 1d8 for each slot level above 3rd.", :key :spirit-shroud, :school
"necromancy", :name "Spirit Shroud", :duration "Concentration, up to 1
minute", :level 3, :option-pack "UA - Spells and Magic Tattoos", :components
{:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard
false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer
false, :warlock true, :wizard true}, :range "Self"}, :otherworldly-form
{:description "Uttering an incantation, you draw on the magic of the Lower Planes
or Upper Planes (your choice) to transform yourself. You gain the following
benefits until the spell ends:\n • You are immune to fire and poison damage
(Lower Planes) or radiant and necrotic damage (Upper Planes).\n • You are immune
to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).\n
• Spectral wings appear on your back, giving you a flying speed of 40 feet.\n •
You have a +2 bonus to AC.\n • All your weapon attacks are magical, and when you
make a weapon attack, you can use your spellcasting ability modifier, instead of
Strength or Dexterity, for the attack and damage rolls.\n • You can attack twice,
instead of once, when you take the Attack action on your turn. You ignore this
benefit if you already have a feature, like Extra Attack, that gives you extra
attacks.", :key :otherworldly-form, :school "transmutation", :name "Otherworldly
Form", :duration "Concentration, up to 1 minute", :level 6, :option-pack "UA -
Spells and Magic Tattoos", :components {:verbal true, :somatic true, :material
true, :material-component "an object engraved with a symbol of the Outer Planes,
worth at least 500 gp"}, :casting-time "1 action", :spell-lists {:bard
false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "Self"}, :summon-fey-spirit
{:description "You call forth a spirit from the Feywild. The spirit manifests
physically in an unoccupied space that you can see within range. This corporeal
form uses the Fey Spirit stat block below. When you cast the spell, choose a mood:
Deceitful, Furious, or Joyful. The creature physically resembles a satyr, a dryad,
or an elf (your choice) marked by the chosen mood, which also determines one of the
traits in its stat block. The creature disappears when it drops to 0 hit points or
when the spell ends.\n The creature is friendly to you and your companions for
the spell's duration. In combat, the creature shares your initiative count, but it
takes its turn immediately after yours. It obeys verbal commands that you issue to
it (no action required by you). If you don't issue any, it defends itself but
otherwise takes no action.\n At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the creature assumes the higher level for that
casting wherever it uses the spell's level in its stat block. ", :key :summon-fey-
spirit, :school "conjuration", :name "Summon Fey Spirit", :duration "Concentration,
up to 1 hour", :level 3, :option-pack "UA - Spells and Magic Tattoos", :components
{:verbal true, :somatic true, :material true, :material-component "a gilded flower
worth at least 300 gp"}, :casting-time "1 action", :spell-lists {:bard
true, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "90 feet"}}, :orcpub.dnd.e5/monsters
{:aberrant-spirit {:senses "darkvision 60 ft., passive Perception 10", :description
"Hit Points: equal the aberration's Constitution modifier + your spellcasting
ability modifier + ten times the spell's level\nLanguages: understands the
languages you speak\n\nRegeneration (Slaadi Only). The aberration regains 10 hit
points at the start of its turn if it has at least 1 hit point.\n\nWhispering Aura
(Star Spawn Only). At the start of each of the aberration's turns, each creature
within 5 feet of it must succeed on a Wisdom saving throw against your spell save
DC or take 3d6 psychic damage, provided that the aberration isn't
incapacitated.", :armor-notes "+ the level of the spell (natural
armor)", :key :aberrant-spirit, :int 16, :speed "30 ft., fly 30 ft. (Beholderkin
only; hover)", :name "Aberrant Spirit", :alignment "neutral evil", :cha 6, :hit-
points {:die-count 1, :die 4}, :type :aberration, :size :medium, :option-pack "UA -
Spells and Magic Tattoos", :armor-class 11, :str 16, :con 15, :dex 10, :wis
10, :props {:damage-immunity {:psychic true}, :language {:deep-speech
true}}, :traits [{:name "Multiattack", :type :action, :description "The aberration
makes a number of attacks equal to half this spell's level (rounded down)."}
{:description "Ranged Spell Attack: +3 + the spell's level to hit, range 30 ft.,
one creature. Hit: 1d8 + 3 + the spell's level psychic damage.", :name "Eye Ray
(Beholderkin Only)", :type :action} {:description "Melee Weapon Attack: +3 + the
spell's level to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level
slashing damage. If the target is a creature, it can't regain hit points until the
start of the aberration's next turn.", :name "Claws (Slaadi Only)", :type :action}
{:description "Melee Spell Attack: +3 + the spell's level to hit, reach 5 ft., one
creature. Hit: 1d6 + 3 + the spell's level psychic damage.", :name "Psychic Slam
(Star Spawn Only)", :type :action}]}, :bestial-spirit {:senses "darkvision 60
ft.,passive Perception 12", :description "Hit Points: equal the beast's
Constitution modifier + your spellcasting ability modifier + ten times the spell's
level\nLanguages: understands the languages you speak\n\nAmphibious (Water Only).
The beast can breathe air and water.\n\nFlyby (Air Only). The beast doesn't provoke
opportunity attacks when it flies out of an enemy's reach.\n\nPack Tactics (Land
and Water Only). The beast has advantage on an attack roll against a creature if at
least one of the beast's allies is within 5 feet of the creature and the ally isn't
incapacitated.", :armor-notes "+ the level of the spell (natural
armor)", :key :bestial-spirit, :int 4, :speed "30 ft., climb 30 ft. (Land only),
fly 60 ft. (Air only), swim 30 ft. (Water only)", :name "Bestial
Spirit", :alignment "unaligned", :cha 5, :hit-points {:die-count 1, :die
4}, :type :beast, :size :small, :option-pack "UA - Spells and Magic
Tattoos", :armor-class 11,
:str 18, :con 16, :dex 11, :wis 14, :traits [{:description "The beast makes a
number of attacks equal to half this spell's level (rounded down).", :name
"Multiattack", :type :action} {:description "Melee Weapon Attack: +4 + the spell's
level to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing
damage.", :type :action, :name "Maul"}]}, :celestial-spirit {:senses "darkvision 60
ft., passive Perception 10", :description "Hit Points: equal the celestial's
Constitution modifier + your spellcasting ability modifier + ten times the spell's
level\nLanguages: Celestial, understands the languages you speak", :armor-notes "+
the level of the spell (natural armor)", :key :celestial-spirit, :int 10, :speed
"30 ft., fly 40 ft.", :name "Celestial Spirit", :alignment "neutral good", :cha 16,
:hit-points {:die-count 1, :die 4}, :type :celestial, :size :large, :option-pack
"UA - Spells and Magic Tattoos", :armor-class 11, :str 16, :con 16, :dex 14, :wis
14, :props {:damage-resistance {:radiant true}, :condition-immunity {:charmed true,
:frightened true}, :language {:celestial true}}, :traits [{:description "The
celestial makes a number of attacks equal to half this spell's level (rounded
down).", :name "Multiattack", :type :action} {:description "Ranged Weapon Attack:
+2 + the spell's level to hit, range 150/600 ft., one target. Hit: 2d6 + 2 + the
spell's level radiant damage.", :type :action, :name "Radiant Bow (Avenger Only)"}
{:description "Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one
target. Hit: 1d10 + 3 + the spell's level radiant damage, and the celestial can
choose itself or another creature it can see within 10 feet of the target. The
chosen creature gains temporary hit points equal to the damage dealt, provided it
doesn't already have temporary hit points.", :name "Radiant Mace (Defender
Only)", :type :action} {:description "The celestial touches another creature. The
target magically regains hit points equal to2d8 + the spell's level.
", :type :action, :name "Healing Touch (1/Day)"}]}, :elemental-spirit {:senses
"darkvision 60 ft., passive Perception 10", :description "Hit Points: equal the
elemental's Constitution modifier + your spellcasting ability modifier + ten times
the spell's level\nDamage Resistances: lightning, thunder (Air only); piercing,
slashing (Earth only); acid (Water only)\nDamage Immunities: poison; fire (Fire
only)\nLanguages: Primordial, understands the languages you speak\n\nAmorphous Form
(Air, Fire, and Water Only). The elemental can move through a space as narrow as 1
inch wide without squeezing.", :armor-notes "+ the level of the spell (natural
armor)", :key :elemental-spirit, :int 4, :speed "40 ft., fly 40 ft. (Air only,
hover), burrow 40 ft. (Earth only), swim 40 ft. (Water only)", :name "Elemental
Spirit", :alignment "neutral", :cha 16, :hit-points {:die-count 1, :die
4}, :type :elemental, :size :medium, :option-pack "UA - Spells and Magic
Tattoos", :armor-class 11, :str 18, :con 17, :dex 15, :wis 10, :props {:damage-
resistance {:lightning true, :thunder true, :acid true, :piercing true, :slashing
true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:exhausted
true, :paralyzed true, :petrified true, :poisoned true, :unconscious
true}, :language {:primordial true}}, :traits [{:description "The elemental makes a
number of attacks equal to half this spell's level (rounded down).", :name
"Multiattack", :type :action} {:description "Melee Weapon Attack: +4 + the spell's
level to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell's level
bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).", :name
"Slam"}]}, :fey-spirit {:senses "darkvision 60 ft., passive Perception
10", :description "Hit Points: equal the fey's Constitution modifier + your
spellcasting ability modifier + ten times the spell's level\nLanguages: Sylvan,
understands the languages you speak\n\nFey Step. As a bonus action, the fey can
magically teleport up to 30 feet to an unoccupied space it can see.\n\nDarkening
Step (Deceitful Only). Immediately after using its Fey Step, the fey can fill a 5-
foot cube within 5 feet of it with magical darkness, which remains until the end of
the fey's next turn.\n\nEcstatic Step (Joyful Only). Immediately after using its
Fey Step, the fey can choose a creature it can see within 10 feet of it and force
it to succeed on a Wisdom saving throw against your spell save DC or be charmed by
the fey for 1 minute. The charm ends if the fey or any of its companions deals any
damage to the target.\n\nImpassioned Step (Furious Only). Immediately after using
its Fey Step, the fey has advantage on the next attack roll it makes before the end
of its turn.", :armor-notes "+ the level of the spell (natural armor)", :key :fey-
spirit, :int 14, :speed "40 ft.", :name "Fey Spirit", :alignment "chaotic
good", :cha 16, :hit-points {:die-count 1, :die
4}, :type :fey, :size :small, :option-pack "UA - Spells and Magic Tattoos", :armor-
class 11, :str 13, :con 14, :dex 16, :wis 11, :props {:condition-immunity {:charmed
true}, :language {:sylvan true}}, :traits [{:description "The fey makes a number of
attacks equal to half this spell's level (rounded down).", :type :action, :name
"Multiattack"} {:description "Melee Weapon Attack: +3 + the spell's level to hit,
reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level piercing damage + 1d6
force damage. ", :type :action, :name "Shortsword"}]}, :fiendish-spirit {:senses
"darkvision 60 ft., passive Perception 10", :description "Hit Points: equal the
fiend's Constitution modifier + your spellcasting ability modifier + ten times the
spell's level\nLanguages: Abyssal, Infernal, telepathy 60 ft.\n\nMagic Resistance.
The fiend has advantage on saving throws against spells and other magical effects.\
n\nDeath Throes (Demon Only). When the fiend drops to 0 hit points or the spell
ends, the fiend explodes, and each creature within 10 feet of it must make a
Dexterity saving throw against your spell save DC. A creature takes 2d10 + this
spell's level fire damage on a failed save, or half as much damage on a successful
one.\n\nDevil's Sight (Devil Only). Magical darkness doesn't impede the fiend's
darkvision.", :armor-notes "+ the level of the spell (natural
armor)", :key :fiendish-spirit, :int 10, :speed "40 ft., climb 40 ft. (Demon only),
fly 60 ft. (Devil only)", :name "Fiendish Spirit", :alignment "any evil alignment",
:cha 16, :hit-points {:die-count 1, :die 4}, :type :fiend, :size :large, :option-
pack "UA - Spells and Magic Tattoos", :armor-class 11, :str 13, :con 15, :dex
16, :wis 10, :props {:damage-resistance {:fire true}, :damage-immunity {:poison
true}, :condition-immunity {:poisoned true}, :language {:abyssal true, :infernal
true}}, :traits [{:description "The fiend makes a number of attacks equal to half
this spell's level (rounded down).", :name "Multiattack", :type :action}
{:description "Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one
target. Hit: 1d12 + 3 + the spell's level necrotic damage.", :name "Bite (Demon
Only)", :type :action} {:description "Melee Weapon Attack: +3 + the spell's level
to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell's level slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to
30 feet to an unoccupied space it can see.", :name "Claws (Yugoloth Only)"}
{:description "Ranged Spell Attack: +3 + the spell's level to hit, range 150 ft.,
one target. Hit: 2d6 + 3 + the spell's level fire damage. If the target is a
flammable object that isn't being worn or carried, it also catches
fire.", :type :action, :name "Hurl Flame (Devil Only)"}]}, :shadow-spirit {:senses
"darkvision 120 ft., passive Perception 10", :description "Hit Points: equal the
shadow's Constitution modifier + your spellcasting ability modifier + ten times the
spell's level\nLanguages: Common, understands the languages you speak\n\
nBloodthirsty Frenzy (Fury Only). The spirit has advantage on attack rolls against
frightened creatures.\n\nShadow Stealth (Fear Only). While in dim light or
darkness, the spirit can take the Hide action as a bonus action.\n\nWeight of Ages
(Despair Only). Any beast or humanoid, other than you, that starts its turn within
5 feet of the spirit has its speed reduced by 20 feet until the start of that beast
or humanoid's next turn.", :armor-notes "+ the level of the spell (natural armor)",
:key :shadow-spirit, :int 4, :speed "40 ft.", :name "Shadow Spirit", :alignment
"neutral evil", :cha 16, :hit-points {:die-count 1, :die
4}, :type :monstrosity, :size :medium, :option-pack "UA - Spells and Magic
Tattoos", :armor-class 11, :str 13, :con 15, :dex 16, :wis 10, :props {:damage-
resistance {:necrotic true}, :condition-immunity {:frightened true}, :language
{:common true}}, :traits [{:description "The spirit makes a number of attacks equal
to half this spell's level (rounded down).", :type :action, :name "Multiattack"}
{:description "Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one
target. Hit: 2d8 + 3 + the spell's level cold damage.", :type :action, :name
"Chilling Rend"} {:type :action, :description "The spirit screams. Each creature
within 30 feet of it must succeed on a Wisdom saving throw against your spell save
DC or be frightened of the spirit for 1 minute. The frightened creature can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a
success.", :name "Dreadful Scream (1/Day)"}]}, :undead-spirit {:senses "darkvision
60 ft., passive Perception 10", :description "Hit Points: equal the undead's
Constitution modifier + your spellcasting ability modifier + ten times the spell's
level\nLanguages: Common, understands the languages you speak\n\nIncorporeal
Movement (Ghostly Only). The undead can become incorporeal while moving and pass
through other
creatures and objects as if they were difficult terrain. If it ends its turn
inside an object, it is shunted to the nearest unoccupied space and takes 1d10
force damage for every 5 feet traveled.\n\nFestering Aura (Putrid Only). Any
creature, other than you, that starts its turn within 5 feet of the undead must
succeed on a Constitution saving throw against your spell save DC or be poisoned
until the start of its next turn.", :armor-notes "+ the level of the spell (natural
armor)", :key :undead-spirit, :int 4, :speed "30 ft., fly 40 ft. (Ghostly only;
hover)", :name "Undead Spirit", :alignment "neutral evil", :cha 9, :hit-points
{:die-count 1, :die 4}, :type :undead, :size :medium, :option-pack "UA - Spells and
Magic Tattoos", :armor-class 11, :str 12, :con 15, :dex 16, :wis 10, :props
{:damage-immunity {:necrotic true, :poison true}, :condition-immunity {:exhausted
true, :frightened true, :paralyzed true, :poisoned true}, :language {:common
true}}, :traits [{:description "The spirit makes a number of attacks equal to half
this spell's level (rounded down).", :type :action, :name "Multiattack"}
{:description "Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one
creature. Hit: 1d8 + 3 + the spell's level necrotic damage, and the creature must
succeed on a Wisdom saving throw against your spell save DC or be frightened of the
undead until the end of the target's next turn.", :type :action, :name "Deathly
Touch (Ghostly Only)"} {:description "Ranged Spell Attack: +3 + the spell's level
to hit, range 150 ft., one target. Hit: 2d8 + 3 + the spell's level necrotic
damage.", :type :action, :name "Grave Bolt (Skeletal Only)"}
{:type :action, :description "Melee Weapon Attack: +3 + the spell's level to hit,
reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level slashing damage. If the
target is poisoned, it must succeed on a Constitution saving throw against your
spell save DC or be paralyzed until the end of its next turn.", :name "Rotting Claw
(Putrid Only)"}]}}}, "UA - Paladin" {:orcpub.dnd.e5/subclasses {:oath-of-treachery
{:class :paladin, :traits [{:description "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.\n 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.", :name "Channel Divinity: Conjure
Duplicate", :level 3} {:level 3, :description "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.", :name "Channel Divinity: Poison Strike"} {:level 7, :name "Aura of
Treachery: Cull the Herd", :description "You have advantage on melee attack rolls
against any creature that has one or more of its allies within 5 feet of it."}
{:level 7, :name "Aura of Treachery: Treacherous Strike", :description "If a
creature within 5 feet of you misses you with a melee attack, you can use your
reaction to force the attacker to reroll that attack against a creature of your
choice that is also within 5 feet of the attacker. The ability fails and is wasted
if the attacker is immune to being charmed.\n You can use this ability three
times. You regain expended uses of it when you finish a short or long rest."}
{:level 15, :description "At 15th level, you have the ability to slip away from
your foes. Immediately after you are hit by an attack, you can use your reaction to
turn invisible and teleport up to 60 feet to a spot you can see. You remain
invisible until the end of your next turn or until you attack, deal damage, or
force a creature to make a saving throw. Once you use this feature, you must finish
a short or long rest before you can use it again.", :name "Blackguard's Escape"}
{:level 20, :description "At 20th level, you gain the ability to emanate feelings
of treachery. As an action, you can magically become an avatar of deceit, gaining
the following benefits for 1 minute:\n • You are invisible.\n • If a creature
damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your
spell save DC) or you control its next action, provided that you aren't
incapacitated when it takes the action. A creature automatically succeeds on the
save if the creature is immune to being charmed.\n • If you have advantage on an
attack roll, you gain a bonus to its damage roll equal to your paladin level.\n
Once you use this feature, you can't use it again until you finish a long
rest.", :name "Icon of Deceit"}], :level-modifiers [], :option-pack "UA - Paladin",
:name "Oath of Treachery", :paladin-spells {1 {0 :charm-person, 1 :expeditious-
retreat}, 2 {0 :invisibility, 1 :mirror-image}, 3 {0 :gaseous-form, 1 :haste}, 4 {0
:confusion, 1 :greater-invisibility}, 5 {0 :dominate-person,
1 :passwall}}, :key :oath-of-treachery, :disabled? false}, :oath-of-conquest
{:class :paladin, :traits [{:description "You can use your Channel Divinity to
break a foe's will. When you hit a creature with a melee weapon attack as part of
the Attack action, you can also use your Channel Divinity to force the target to
make a Wisdom saving throw. On a failed save, the target becomes frightened of you
for 1 minute. The frightened creature can repeat this saving throw at the end of
each of its turns, ending the effect on itself on a success.", :level 3, :name
"Channel Divinity: Conquering Presence"} {:name "Channel Divinity: Guided
Strike", :level 3, :description "You can use your Channel Divinity to strike with
supernatural accuracy. When you make an attack roll, you can use your Channel
Divinity to gain a +10 bonus to the roll. You make this choice after you see the
roll, but before the DM says whether the attack hits or misses."} {:name "Aura of
Conquest", :description "Starting at 7th level, you constantly emanate a menacing
aura while you're not incapacitated. The aura extends 10 feet from you in every
direction, but not through total cover. Any enemy in the aura has disadvantage on
saving throws against being frightened. At 18th level, the range of this aura
increases to 30 feet.", :level 7} {:name "Implacable Spirit", :level
15, :description "Once you reach 15th level, you can no longer be charmed."}
{:level 20, :name "Invincible Conqueror", :description "At 20th level, you gain the
ability to harness extraordinary martial prowess. As an action, you can magically
become an avatar of conquest, gaining the following benefits for 1 minute:\n •
You have resistance to all damage.\n • When you take the Attack action on your
turn, you can make one additional attack as part of that action.\n • Your melee
weapon attacks score a critical hit on a roll of 19 or 20 on the d20.\n Once you
use this feature, you can't use it again until you finish a long rest."}], :level-
modifiers [], :option-pack "UA - Paladin", :name "Oath of Conquest", :key :oath-of-
conquest, :paladin-spells {1 {0 :armor-of-agathys, 1 :command}, 2 {0 :hold-person,
1 :spiritual-weapon}, 3 {0 :bestow-curse, 1 :fear}, 4 {0 :blight, 1 :dominate-
beast}, 5 {0 :dominate-person, 1 :insect-plague}}, :disabled? true}}}, "UA -
Sidekicks" {:orcpub.dnd.e5/classes {:warrior-sidekick-str-saving-throw-prof- {nil
nil, :key :warrior-sidekick-str-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium}
{:type :armor-prof, :value :heavy} {:type :armor-prof, :value :shields}
{:type :weapon-prof, :value :martial} {:type :weapon-prof, :value :simple}
{:type :num-attacks, :level 5, :value 2} {:type :num-attacks, :level 11, :value 3}
{:type :num-attacks, :level 20, :value 4}], :name "Warrior Sidekick (STR Saving
Throw Prof)", :option-pack "UA - Sidekicks", :subclass-title "Warrior Sidekick (STR
Saving Throw Prof)", :ability-increase-levels [4 6 8 12 14 16 19], :profs {:save
{:orcpub.dnd.e5.character/str true}, :skill-options {:choose 3, :options
{:acrobatics true, :animal-handling true, :athletics true, :intimidation
true, :nature true, :perception true, :survival true}}}, :hit-die 10, :traits
[{:name "Second Wind", :level 1, :description "Starting at 1st level, the sidekick
can use a bonus action on its turn to regain hit points equal to 1d10 + its level
in this class. Once it uses this feature, it must finish a short or long rest
before it can use it again.\nThe sidekick can use this feature twice between rests
starting at 18th level."} {:description "Beginning at 2nd level, the sidekick has
advantage on Dexterity saving throws against effects that it can see, such as traps
and spells. This feature doesn't work if the sidekick is incapacitated.", :name
"Danger Sense", :level 2} {:description "Starting at 3rd level, the sidekick's
attack rolls score a critical hit on a roll of 19 or 20 on the d20.", :name
"Improved Critical", :level 3} {:description "Beginning at 5th level, the sidekick
can attack twice, instead of once, whenever it takes the Attack action on its turn.
The number
of attacks increases to three when the sidekick reaches 11th level and to four
when it reaches 20th level.\n\nMultiattack vs. Extra Attack - Your sidekick might
have the Multiattack action in its stat block. If it does and it gains the Extra
Attack class feature, remember that Extra Attack works with the Attack action, not
the Multiattack action. In short, you can't use Extra Attack with
Multiattack.", :name "Extra Attack", :level 5} {:name "Battle
Readiness", :description "After the sidekick reaches 7th level, it has advantage on
initiative rolls.", :level 7} {:description "Starting at 9th level, the sidekick
can reroll a saving throw that it fails, but it must use the new roll. When it uses
this feature, it can't use the feature again until it finishes a long rest. \nThe
sidekick can use this feature twice between long rests starting at 13th level and
three times between long rests starting at 17th level.", :level 9, :name
"Indomitable"} {:description "At 10th level, the sidekick's Armor Class increases
by 1. Enter this manually as a custom magic item.", :level 10, :name "Improved
Defense"} {:level 15, :name "Superior Critical", :description "Starting at 15th
level, the sidekick's attack rolls score a critical hit on a roll of 18–20 on the
d20."}]}, :spellcaster-sidekick-warlock-int-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-warlock-int-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Warlock, INT Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Warlock, INT Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:mage-
hand :lightning-lure :toll-the-dead :frostbite :booming-blade :minor-
illusion :thunderclap :magic-stone :friends :chill-touch :true-strike :eldritch-
blast :create-bonfire :poison-spray :sword-burst :blade-
ward :prestidigitation :infestation :green-flame-blade}, 1 #{:armor-of-
agathys :healing-elixir :protection-from-evil-and-good :witch-bolt :puppet :sense-
emotion :cause-fear :comprehend-languages :hex :unseen-servant :expeditious-retreat
:charm-person :illusory-script :hellish-rebuke :arms-of-hadar}, 2 #{:crown-of-
madness :mind-spike :shadow-blade :shatter :enthrall :ray-of-
enfeeblement :suggestion :mirror-image :cloud-of-
daggers :invisibility :earthbind :hold-person :spider-climb :darkness :misty-step},
3 #{:counterspell :remove-curse :dispel-magic :vampiric-touch :summon-lesser-demons
:hypnotic-pattern :fly :tongues :magic-circle :major-image :hunger-of-
hadar :enemies-abound :fear :thunder-step :gaseous-form}, 4 #{:dimension-
door :summon-greater-demon :elemental-bane :hallucinatory-
terrain :blight :banishment :sickening-radiance :shadow-of-moil :charm-monster}, 5
#{:cloudkill :enervation :wall-of-light :synaptic-static :hold-monster :infernal-
calling :dream :danse-macabre :contact-other-plane :scrying :negative-energy-
flood :far-step}, 6 #{:mass-suggestion :investiture-of-ice :scatter :arcane-
gate :true-seeing :mental-prison :flesh-to-stone :conjure-fey :investiture-of-
wind :investiture-of-stone :eyebite :investiture-of-flame :create-undead :circle-
of-death :soul-cage}, 7 #{:crown-of-stars :power-word-pain :forcecage :plane-
shift :etherealness :teleport :finger-of-death}, 8 #{:dominate-monster :power-word-
stun :demiplane :feeblemind :glibness :maddening-darkness}, 9
#{:imprisonment :astral-projection :power-word-kill :true-polymorph :psychic-scream
:foresight}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/int true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-wizard-wis-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-wizard-wis-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Wizard, WIS Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Wizard, WIS Saving Throw Prof)",
:spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-
water :dancing-lights :ray-of-frost :acid-splash :mage-hand :lightning-lure :toll-
the-dead :frostbite :booming-blade :minor-illusion :thunderclap :fire-bolt :mending
:shocking-grasp :control-flames :friends :encode-thoughts :chill-touch :true-strike
:create-bonfire :mold-earth :poison-spray :sword-burst :light :blade-
ward :prestidigitation :gust :infestation :message :green-flame-blade}, 1
#{:thunderwave :alarm :tensers-floating-disk :guiding-hand :ray-of-
sickness :detect-magic :earth-tremor :shield :feather-fall :grease :healing-
elixir :ice-knife :magic-missile :protection-from-evil-and-good :witch-bolt :puppet
:sense-emotion :fog-cloud :identify :cause-fear :longstrider :sudden-
awakening :comprehend-languages :disguise-self :unseen-servant :false-
life :expeditious-retreat :tashas-hideous-laughter :absorb-elements :charm-
person :catapult :find-familiar :illusory-script :mage-armor :burning-
hands :sleep :color-spray :jump :snare :silent-image :chromatic-orb}, 2 #{:magic-
mouth :crown-of-madness :arcane-lock :skywrite :gentle-repose :blindness-
deafness :mind-spike :dust-devil :scorching-ray :shadow-blade :rope-
trick :continual-flame :enlarge-reduce :shatter :nystuls-magic-
aura :darkvision :snilloc-s-snowball-swarm :dragon-s-breath :alter-self :ray-of-
enfeeblement :suggestion :see-invisibility :magic-weapon :detect-thoughts :levitate
:locate-object :mirror-image :cloud-of-daggers :phantasmal-force :flaming-
sphere :melfs-acid-arrow :blur :pyrotechnics :maximilian-s-earthen-
grasp :invisibility :earthbind :warding-wind :aganazzar-s-scorcher :hold-
person :gust-of-wind :spider-climb :darkness :knock :web :misty-step}, 3
#{:animate-dead :sending :counterspell :blink :sleet-storm :water-breathing :melf-
s-minute-meteors :stinking-cloud :remove-curse :clairvoyance :dispel-magic :tiny-
servant :vampiric-touch :summon-lesser-demons :nondetection :hypnotic-
pattern :catnap :conjure-lesser-demon :feign-death :glyph-of-warding :haste :life-
transference :fly :tongues :magic-circle :major-image :slow :wall-of-sand :wall-of-
water :tidal-wave :enemies-abound :lightning-bolt :protection-from-energy :flame-
arrows :fireball :bestow-curse :erupting-earth :leomunds-tiny-hut :fear :thunder-
step :phantom-steed :gaseous-form}, 4 #{:dimension-door :summon-greater-
demon :fabricate :elemental-bane :ice-storm :confusion :hallucinatory-
terrain :blight :conjure-shadow-demon :leomunds-secret-chest :conjure-minor-
elementals :banishment :polymorph :storm-sphere :locate-creature :evards-black-
tentacles :fire-shield :sickening-radiance :control-water :watery-sphere :wall-of-
fire :mordenkainens-faithful-hound :charm-monster :conjure-barlgura
:vitriolic-sphere :mordenkainens-private-sanctum :otilukes-resilient-
sphere :greater-invisibility :phantasmal-killer :arcane-eye :stone-
shape :stoneskin}, 5 #{:dawn :creation :steel-wind-
strike :seeming :passwall :cloudkill :animate-objects :enervation :transmute-
rock :wall-of-light :conjure-vrock :dominate-person :control-winds :synaptic-static
:cone-of-cold :hold-monster :infernal-calling :rar-s-telepathic-
bond :teleportation-circle :planar-binding :dream :danse-macabre :bigbys-
hand :legend-lore :wall-of-force :mislead :conjure-elemental :wall-of-
stone :contact-other-plane :modify-memory :telekinesis :scrying :negative-energy-
flood :immolation :geas :far-step :skill-empowerment}, 6 #{:move-earth :tenser-s-
transformation :globe-of-invulnerability :chain-lightning :mass-suggestion :magic-
jar :wall-of-ice :sunbeam :investiture-of-ice :scatter :arcane-gate :true-
seeing :drawmijs-instant-summons :mental-prison :flesh-to-stone :ottos-
irresistible-dance :create-homunculus :otilukes-freezing-
sphere :disintegrate :contingency :investiture-of-wind :guards-and-
wards :investiture-of-stone :eyebite :investiture-of-flame :create-undead :circle-
of-death :soul-cage}, 7 #{:whirlwind :sequester :mordenkainens-
sword :simulacrum :crown-of-stars :power-word-pain :prismatic-
spray :symbol :mordenkainens-magnificent-mansion :forcecage :delayed-blast-fireball
:plane-shift :project-image :conjure-hezrou :reverse-
gravity :etherealness :teleport :mirage-arcane :finger-of-death}, 8
#{:feeblemind :mighty-fortress :illusory-dragon :control-weather :antipathy-
sympathy :abi-dalzims-horrid-wilting :dominate-
monster :clone :telepathy :maze :sunburst :maddening-darkness :demiplane :mind-
blank :power-word-stun :antimagic-field :incendiary-cloud}, 9 #{:meteor-
swarm :imprisonment :invulnerability :astral-projection :power-word-kill :true-
polymorph :wish :time-stop :weird :psychic-scream :gate :prismatic-
wall :foresight :shapechange :mass-polymorph}}}, :ability-increase-levels [4 8 12
16 19], :profs {:save {:orcpub.dnd.e5.character/wis true}, :skill-options {:choose
3, :options {:arcana true, :history true, :insight true, :investigation
true, :medicine true, :performance true, :persuasion true, :religion true}}}, :hit-
die 6, :traits [{:name "Spellcasting", :description "At 1st level, the sidekick
gains the ability to cast spells. (If the creature already has the Spellcasting
trait, this feature replaces that trait.)"} {:name "Spells Known", :description
"The sidekick knows three 1st-level spells of your choice from its spell list.
Click the homebrew button to choose the third spell.\nThe Spells Known column of
the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-sorcerer-int-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-sorcerer-int-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Sorcerer, INT Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Sorcerer, INT Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-
water :dancing-lights :ray-of-frost :acid-splash :mage-hand :lightning-
lure :frostbite :booming-blade :minor-illusion :thunderclap :fire-
bolt :mending :shocking-grasp :control-flames :friends :chill-touch :true-
strike :create-bonfire :mold-earth :poison-spray :sword-burst :light :blade-
ward :prestidigitation :gust :infestation :message :green-flame-blade}, 1
#{:thunderwave :ray-of-sickness :detect-magic :earth-tremor :shield :feather-
fall :ice-knife :magic-missile :witch-bolt :fog-cloud :chaos-bolt :sudden-awakening
:comprehend-languages :disguise-self :false-life :expeditious-retreat :absorb-
elements :charm-person :catapult :mage-armor :burning-hands :sleep :color-
spray :jump :silent-image :chromatic-orb}, 2 #{:crown-of-madness :blindness-
deafness :mind-spike :dust-devil :scorching-ray :shadow-blade :enhance-
ability :enlarge-reduce :shatter :darkvision :snilloc-s-snowball-swarm :dragon-s-
breath :alter-self :suggestion :see-invisibility :detect-
thoughts :levitate :mirror-image :cloud-of-daggers :phantasmal-
force :blur :pyrotechnics :maximilian-s-earthen-
grasp :invisibility :earthbind :warding-wind :aganazzar-s-scorcher :hold-
person :gust-of-wind :spider-climb :darkness :knock :web :misty-step}, 3
#{:daylight :counterspell :blink :sleet-storm :water-breathing :melf-s-minute-
meteors :stinking-cloud :clairvoyance :dispel-magic :hypnotic-
pattern :catnap :conjure-lesser-demon :haste :fly :tongues :major-
image :slow :wall-of-water :tidal-wave :enemies-abound :lightning-bolt :protection-
from-energy :flame-arrows :fireball :erupting-earth :water-walk :fear :thunder-step
:gaseous-form}, 4 #{:dimension-door :ice-storm :confusion :blight :conjure-shadow-
demon :dominate-beast :banishment :polymorph :storm-sphere :sickening-
radiance :watery-sphere :wall-of-fire :charm-monster :conjure-barlgura :vitriolic-
sphere :greater-invisibility :stoneskin}, 5
#{:creation :seeming :cloudkill :animate-objects :enervation :wall-of-
light :conjure-vrock :dominate-person :control-winds :insect-plague :synaptic-
static :cone-of-cold :hold-monster :teleportation-circle :wall-of-
stone :telekinesis :immolation :far-step :skill-empowerment}, 6 #{:move-
earth :globe-of-invulnerability :chain-lightning :mass-
suggestion :sunbeam :investiture-of-ice :scatter :arcane-gate :true-seeing :mental-
prison :disintegrate :investiture-of-wind :investiture-of-
stone :eyebite :investiture-of-flame :circle-of-death}, 7 #{:whirlwind :crown-of-
stars :power-word-pain :prismatic-spray :delayed-blast-fireball :plane-
shift :conjure-hezrou :reverse-gravity :etherealness :teleport :fire-storm :finger-
of-death}, 8 #{:dominate-monster :power-word-stun :abi-dalzims-horrid-
wilting :earthquake :incendiary-cloud :sunburst}, 9 #{:mass-polymorph :power-word-
kill :psychic-scream :gate :meteor-swarm :time-stop :wish}}}, :ability-increase-
levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/int true}, :skill-
options {:choose 3, :options {:arcana true, :history true, :insight
true, :investigation true, :medicine true, :performance true, :persuasion
true, :religion true}}}, :hit-die 6, :traits [{:name "Spellcasting", :description
"At 1st level, the sidekick gains the ability to cast spells. (If the creature
already has the Spellcasting trait, this feature replaces that trait.)"} {:name
"Spells Known", :description "The sidekick knows three 1st-level spells of your
choice from its spell list. Click the homebrew button to choose the third spell.\
nThe Spells Known column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and
none of the spell slots can be 6th level or higher.\nOnce the sidekick uses this
feature, it can't use the feature again until it finishes a long rest.", :name
"Magical Recovery", :level 2} {:description "Starting at 6th level, the sidekick
can add its spellcasting ability modifier to the damage it deals with any can
trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At 10th level,
choose one school of magic. Whenever the sidekick casts a spell of that school by
expending a spell slot, the sidekick can add its spellcasting ability modifier to
the spell's damage roll or healing roll, if any.", :name "Empowered Spells"}
{:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-wizard-cha-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-wizard-cha-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Wizard, CHA Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Wizard, CHA Saving Throw Prof)",
:spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-
water :dancing-lights :ray-of-frost :acid-splash :mage-hand :lightning-lure :toll-
the-dead :frostbite :booming-blade :minor-illusion :thunderclap :fire-bolt :mending
:shocking-grasp :control-flames :friends :encode-thoughts :chill-touch :true-strike
:create-bonfire :mold-earth :poison-spray :sword-burst :light :blade-
ward :prestidigitation :gust :infestation :message :green-flame-blade}, 1
#{:thunderwave :alarm :tensers-floating-disk :guiding-hand :ray-of-
sickness :detect-magic :earth-tremor :shield :feather-fall :grease :healing-
elixir :ice-knife :magic-missile :protection-from-evil-and-good :witch-bolt :puppet
:sense-emotion :fog-cloud :identify :cause-fear :longstrider :sudden-
awakening :comprehend-languages :disguise-self :unseen-servant :false-
life :expeditious-retreat :tashas-hideous-laughter :absorb-elements :charm-
person :catapult :find-familiar :illusory-script :mage-armor :burning-
hands :sleep :color-spray :jump :snare :silent-image :chromatic-orb}, 2 #{:magic-
mouth :crown-of-madness :arcane-lock :skywrite :gentle-repose :blindness-
deafness :mind-spike :dust-devil :scorching-ray :shadow-blade :rope-
trick :continual-flame :enlarge-reduce :shatter :nystuls-magic-
aura :darkvision :snilloc-s-snowball-swarm :dragon-s-breath :alter-self :ray-of-
enfeeblement :suggestion :see-invisibility :magic-weapon :detect-thoughts :levitate
:locate-object :mirror-image :cloud-of-daggers :phantasmal-force :flaming-
sphere :melfs-acid-arrow :blur :pyrotechnics :maximilian-s-earthen-
grasp :invisibility :earthbind :warding-wind :aganazzar-s-scorcher :hold-
person :gust-of-wind :spider-climb :darkness :knock :web :misty-step}, 3
#{:animate-dead :sending :counterspell :blink :sleet-storm :water-breathing :melf-
s-minute-meteors :stinking-cloud :remove-curse :clairvoyance :dispel-magic :tiny-
servant :vampiric-touch :summon-lesser-demons :nondetection :hypnotic-
pattern :catnap :conjure-lesser-demon :feign-death :glyph-of-warding :haste :life-
transference :fly :tongues :magic-circle :major-image :slow :wall-of-sand :wall-of-
water :tidal-wave :enemies-abound :lightning-bolt :protection-from-energy :flame-
arrows :fireball :bestow-curse :erupting-earth :leomunds-tiny-hut :fear :thunder-
step :phantom-steed :gaseous-form}, 4 #{:dimension-door :summon-greater-
demon :fabricate :elemental-bane :ice-storm :confusion :hallucinatory-
terrain :blight :conjure-shadow-demon :leomunds-secret-chest :conjure-minor-
elementals :banishment :polymorph :storm-sphere :locate-creature :evards-black-
tentacles :fire-shield :sickening-radiance :control-water :watery-sphere :wall-of-
fire :mordenkainens-faithful-hound :charm-monster :conjure-barlgura :vitriolic-
sphere :mordenkainens-private-sanctum :otilukes-resilient-sphere :greater-
invisibility :phantasmal-killer :arcane-eye :stone-shape :stoneskin}, 5
#{:dawn :creation :steel-wind-strike :seeming :passwall :cloudkill :animate-objects
:enervation :transmute-rock :wall-of-light :conjure-vrock :dominate-
person :control-winds :synaptic-static :cone-of-cold :hold-monster :infernal-
calling :rar-s-telepathic-bond :teleportation-circle :planar-binding :dream :danse-
macabre :bigbys-hand :legend-lore :wall-of-force :mislead :conjure-elemental :wall-
of-stone :contact-other-plane :modify-memory :telekinesis :scrying :negative-
energy-flood :immolation :geas :far-step :skill-empowerment}, 6 #{:move-
earth :tenser-s-transformation :globe-of-invulnerability :chain-lightning :mass-
suggestion :magic-jar :wall-of-ice :sunbeam :investiture-of-ice :scatter :arcane-
gate :true-seeing :drawmijs-instant-summons :mental-prison :flesh-to-stone :ottos-
irresistible-dance :create-homunculus :otilukes-freezing-
sphere :disintegrate :contingency :investiture-of-wind :guards-and-
wards :investiture-of-stone :eyebite :investiture-of-flame :create-undead :circle-
of-death :soul-cage}, 7 #{:whirlwind :sequester :mordenkainens-
sword :simulacrum :crown-of-stars :power-word-pain :prismatic-
spray :symbol :mordenkainens-magnificent-mansion :forcecage :delayed-blast-fireball
:plane-shift :project-image :conjure-hezrou :reverse-
gravity :etherealness :teleport :mirage-arcane :finger-of-death}, 8
#{:feeblemind :mighty-fortress :illusory-dragon :control-weather :antipathy-
sympathy :abi-dalzims-horrid-wilting :dominate-
monster :clone :telepathy :maze :sunburst :maddening-darkness :demiplane :mind-
blank :power-word-stun :antimagic-field :incendiary-cloud}, 9 #{:meteor-
swarm :imprisonment :invulnerability :astral-projection :power-word-kill :true-
polymorph :wish :time-stop :weird :psychic-scream :gate :prismatic-
wall :foresight :shapechange :mass-polymorph}}}, :ability-increase-levels [4 8 12
16 19], :profs {:save {:orcpub.dnd.e5.character/cha true}, :skill-options {:choose
3, :options {:arcana true, :history true, :insight true, :investigation
true, :medicine true, :performance true, :persuasion true, :religion true}}}, :hit-
die 6, :traits [{:name "Spellcasting", :description "At 1st level, the sidekick
gains the ability to cast spells. (If the creature already has the Spellcasting
trait, this feature replaces that trait.)"} {:name "Spells Known", :description
"The sidekick knows three 1st-level spells of your choice from its spell list.
Click the homebrew button to choose the third spell.\nThe Spells Known column of
the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-bard-int-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-bard-int-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Bard, INT Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Bard, INT Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1,
6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil, :cantrips?
true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:dancing-lights :mage-hand
:minor-illusion :thunderclap :mending :friends :vicious-mockery :true-strike :light
:blade-ward :prestidigitation :message}, 1 #{:thunderwave :guiding-hand :detect-
magic :earth-tremor :feather-fall :puppet :identify :unearthly-
chorus :longstrider :sudden-awakening :comprehend-languages :bane :disguise-
self :heroism :animal-friendship :unseen-servant :speak-with-animals :faerie-
fire :dissonant-whispers :healing-word :tashas-hideous-laughter :charm-
person :illusory-script :cure-wounds :sleep :silent-image}, 2 #{:magic-
mouth :crown-of-madness :calm-emotions :skywrite :blindness-deafness :zone-of-truth
:silence :enhance-ability :lesser-
restoration :shatter :enthrall :suggestion :animal-messenger :see-
invisibility :detect-thoughts :locate-object :cloud-of-daggers :phantasmal-
force :pyrotechnics :invisibility :warding-wind :locate-animals-or-plants :hold-
person :heat-metal :knock}, 3 #{:sending :stinking-cloud :clairvoyance :dispel-
magic :nondetection :hypnotic-pattern :catnap :feign-death :glyph-of-
warding :tongues :major-image :enemies-abound :plant-growth :bestow-curse :speak-
with-dead :speak-with-plants :leomunds-tiny-hut :fear}, 4 #{:dimension-
door :confusion :hallucinatory-terrain :polymorph :locate-creature :charm-
monster :freedom-of-movement :greater-invisibility :compulsion}, 5 #{:greater-
restoration :seeming :animate-objects :mass-cure-wounds :awaken :raise-
dead :dominate-person :synaptic-static :hold-monster :teleportation-circle :planar-
binding :dream :legend-lore :mislead :modify-memory :scrying :geas :skill-
empowerment}, 6 #{:eyebite :find-the-path :guards-and-wards :mass-
suggestion :ottos-irresistible-dance :programmed-illusion :true-seeing}, 7
#{:mordenkainens-sword :symbol :mordenkainens-magnificent-
mansion :regenerate :forcecage :project-image :etherealness :teleport :mirage-
arcane :resurrection}, 8 #{:dominate-monster :feeblemind :glibness :mind-
blank :power-word-stun}, 9 #{:foresight :mass-polymorph :power-word-heal :power-
word-kill :psychic-scream :true-polymorph}}}, :ability-increase-levels [4 8 12 16
19], :profs {:save {:orcpub.dnd.e5.character/int true}, :skill-options {:choose
3, :options {:arcana true, :history true, :insight true, :investigation
true, :medicine true, :performance true, :persuasion true, :religion true}}}, :hit-
die 6, :traits [{:name "Spellcasting", :description "At 1st level, the sidekick
gains the ability to cast spells. (If the creature already has the Spellcasting
trait, this feature replaces that trait.)"} {:name "Spells Known", :description
"The sidekick knows three 1st-level spells of your choice from its spell list.
Click the homebrew button to choose the third spell.\nThe Spells Known column of
the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a musical instrument as a focus for its
spells.", :name "Spellcasting Focus"} {:description "Beginning at 2nd level, when
the sidekick finishes a short rest, it can recover expended spell slots. The spell
slots can have a combined level that is equal to or less than half its level in
this class (rounded up), and none of the spell slots can be 6th level or higher.\
nOnce the sidekick uses this feature, it can't use the feature again until it
finishes a long rest.", :name "Magical Recovery", :level 2} {:description "Starting
at 6th level, the sidekick can add its spellcasting ability modifier to the damage
it deals with any can trip.", :level 6, :name "Potent Cantrips"} {:level
10, :description "At 10th level, choose one school of magic. Whenever the sidekick
casts a spell of that school by expending a spell slot, the sidekick can add its
spellcasting ability modifier to the spell's damage roll or healing roll, if any.",
:name "Empowered Spells"} {:description "Starting at 14th level, the sidekick has
advantage on any Constitution saving throw it makes to maintain its concentration
on a spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :expert-sidekick-dex-saving-throw-prof- {nil nil, :key :expert-
sidekick-dex-saving-throw-prof-, :level-modifiers [{:type :armor-
prof, :value :light} {:type :weapon-prof, :value :simple} {:type :num-
attacks, :level 5, :value 2}], :name "Expert Sidekick (DEX Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Expert Sidekick (DEX Saving
Throw Prof)", :ability-increase-levels [4 8 10 12 14 16 19], :profs {:save
{:orcpub.dnd.e5.character/dex true}, :skill-options {:choose 5, :options {:religion
true, :persuasion true, :investigation true, :acrobatics true, :performance
true, :perception true, :sleight-of-hand true, :survival true, :history
true, :animal-handling true, :nature true, :deception true, :intimidation
true, :arcana true, :athletics true, :insight true, :medicine true, :stealth
true}}, :skill-expertise-options {:choose 2, :options {:religion true, :persuasion
true, :investigation true, :acrobatics true, :performance true, :perception
true, :sleight-of-hand true, :survival true, :history true, :animal-handling
true, :nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}}}, :hit-die 8, :traits [{:name
"Bonus Proficiencies", :description "The sidekick gains proficiency with two tools
of your choice. Enter these manually.\nAt 13th level, the sidekick gains
proficiency in one skill of your choice. If the sidekick is a humanoid, it also
gains proficiency with one tool of your choice. Enter these manually."} {:name
"Expertise", :description "At 1st level, choose two of the sidekick's skill
proficiencies. The sidekick's proficiency bonus is doubled for any ability check it
makes that uses either of the chosen proficiencies.\nAt 6th level and again at 17th
level, choose two more of the sidekick's skill proficiencies to gain this benefit.
Enter these manually."} {:name "Helpful", :description "The sidekick is adept at
giving well-timed assistance; the sidekick can take the Help action as a bonus
action."} {:name "Cunning Action", :description "Starting at 2nd level, the
sidekick's agility or quick thinking allows it to act speedily. On its turn in
combat, it can take the Dash, Disengage, or Hide action as a bonus action.", :level
2} {:level 3, :name "Jack of Many Trades", :description "Beginning at 3rd level,
the sidekick can add half its proficiency bonus to any ability check it makes that
uses a skill but doesn't already include its proficiency bonus."} {:description
"Starting at 5th level, the sidekick can attack twice, instead of once, whenever it
takes the Attack action on its turn.\n\nMultiattack vs. Extra Attack\nYour sidekick
might have the Multiattack action in its stat block. If it does and it gains the
Extra Attack class feature, remember that Extra Attack works with the Attack
action, not the Multiattack action. In short, you can't use Extra Attack with
Multiattack.", :name "Extra Attack", :level 5} {:level 7, :description "Beginning
at 7th level, because of extraordinary good luck, the sidekick is skilled at
avoiding certain dangers. When the sidekick is subjected to an effect that allows
it to make a Dexterity saving throw to take only half damage, it instead takes no
damage if it succeeds on the saving throw, and only half damage if it failed. The
sidekick doesn't benefit from this feature while incapacitated.", :name "Evasion"}
{:level 9, :name "Inspiring Help", :description "Starting at 9th level, the
sidekick's assistance becomes especially inspiring. When the sidekick uses its
Helpful bonus action, the creature who receives the help also gains a 1d6 bonus to
the d20 roll. If that roll is an attack roll, the creature can forgo adding the
bonus to it, and then if the attack hits, the creature can add the bonus to the
attack's damage roll against one target.\nAt 18th level, the bonus increases to
2d6."} {:name "Reliable Talent", :description "By 11th level, the sidekick has
refined its skills to an exceptional degree. Whenever the sidekick makes an ability
check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or
lower as a 10.", :level 11} {:name "Sharp Mind", :description "At 15th level, the
sidekick gains proficiency in Intelligence, Wisdom, or Charisma saving throws (your
choice). Enter this manually.", :level 15} {:level 20, :name "Stroke of
Luck", :description "At 20th level, the sidekick has an uncanny knack for turning
failure into success. If the sidekick's attack misses a target within range, it can
turn the miss into a hit. Alternatively, if it fails an ability check, it can treat
the d20 roll as a 20.\nOnce it uses this feature, the sidekick can't use it again
until it finishes a short or long rest."}]}, :spellcaster-sidekick-sorcerer-cha-
saving-throw-prof- {nil nil, :key :spellcaster-sidekick-sorcerer-cha-saving-throw-
prof-,
:level-modifiers [{:type :armor-prof, :value :light} {:type :weapon-
prof, :value :simple}], :name "Spellcaster Sidekick (Sorcerer, CHA Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick
(Sorcerer, CHA Saving Throw Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-
water :dancing-lights :ray-of-frost :acid-splash :mage-hand :lightning-
lure :frostbite :booming-blade :minor-illusion :thunderclap :fire-
bolt :mending :shocking-grasp :control-flames :friends :chill-touch :true-
strike :create-bonfire :mold-earth :poison-spray :sword-burst :light :blade-
ward :prestidigitation :gust :infestation :message :green-flame-blade}, 1
#{:thunderwave :ray-of-sickness :detect-magic :earth-tremor :shield :feather-
fall :ice-knife :magic-missile :witch-bolt :fog-cloud :chaos-bolt :sudden-awakening
:comprehend-languages :disguise-self :false-life :expeditious-retreat :absorb-
elements :charm-person :catapult :mage-armor :burning-hands :sleep :color-
spray :jump :silent-image :chromatic-orb}, 2 #{:crown-of-madness :blindness-
deafness :mind-spike :dust-devil :scorching-ray :shadow-blade :enhance-
ability :enlarge-reduce :shatter :darkvision :snilloc-s-snowball-swarm :dragon-s-
breath :alter-self :suggestion :see-invisibility :detect-
thoughts :levitate :mirror-image :cloud-of-daggers :phantasmal-
force :blur :pyrotechnics :maximilian-s-earthen-
grasp :invisibility :earthbind :warding-wind :aganazzar-s-scorcher :hold-
person :gust-of-wind :spider-climb :darkness :knock :web :misty-step}, 3
#{:daylight :counterspell :blink :sleet-storm :water-breathing :melf-s-minute-
meteors :stinking-cloud :clairvoyance :dispel-magic :hypnotic-
pattern :catnap :conjure-lesser-demon :haste :fly :tongues :major-
image :slow :wall-of-water :tidal-wave :enemies-abound :lightning-bolt :protection-
from-energy :flame-arrows :fireball :erupting-earth :water-walk :fear :thunder-step
:gaseous-form}, 4 #{:dimension-door :ice-storm :confusion :blight :conjure-shadow-
demon :dominate-beast :banishment :polymorph :storm-sphere :sickening-
radiance :watery-sphere :wall-of-fire :charm-monster :conjure-barlgura :vitriolic-
sphere :greater-invisibility :stoneskin}, 5
#{:creation :seeming :cloudkill :animate-objects :enervation :wall-of-
light :conjure-vrock :dominate-person :control-winds :insect-plague :synaptic-
static :cone-of-cold :hold-monster :teleportation-circle :wall-of-
stone :telekinesis :immolation :far-step :skill-empowerment}, 6 #{:move-
earth :globe-of-invulnerability :chain-lightning :mass-
suggestion :sunbeam :investiture-of-ice :scatter :arcane-gate :true-seeing :mental-
prison :disintegrate :investiture-of-wind :investiture-of-
stone :eyebite :investiture-of-flame :circle-of-death}, 7 #{:whirlwind :crown-of-
stars :power-word-pain :prismatic-spray :delayed-blast-fireball :plane-
shift :conjure-hezrou :reverse-gravity :etherealness :teleport :fire-storm :finger-
of-death}, 8 #{:dominate-monster :power-word-stun :abi-dalzims-horrid-
wilting :earthquake :incendiary-cloud :sunburst}, 9 #{:mass-polymorph :power-word-
kill :psychic-scream :gate :meteor-swarm :time-stop :wish}}}, :ability-increase-
levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/cha true}, :skill-
options {:choose 3, :options {:arcana true, :history true, :insight
true, :investigation true, :medicine true, :performance true, :persuasion
true, :religion true}}}, :hit-die 6, :traits [{:name "Spellcasting", :description
"At 1st level, the sidekick gains the ability to cast spells. (If the creature
already has the Spellcasting trait, this feature replaces that trait.)"} {:name
"Spells Known", :description "The sidekick knows three 1st-level spells of your
choice from its spell list. Click the homebrew button to choose the third spell.\
nThe Spells Known column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :expert-sidekick-int-saving-throw-prof- {nil nil, :key :expert-
sidekick-int-saving-throw-prof-, :level-modifiers [{:type :armor-
prof, :value :light} {:type :weapon-prof, :value :simple} {:type :num-
attacks, :level 5, :value 2}], :name "Expert Sidekick (INT Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Expert Sidekick (INT Saving
Throw Prof)", :ability-increase-levels [4 8 10 12 14 16 19], :profs {:save
{:orcpub.dnd.e5.character/int true}, :skill-options {:choose 5, :options {:religion
true, :persuasion true, :investigation true, :acrobatics true, :performance
true, :perception true, :sleight-of-hand true, :survival true, :history
true, :animal-handling true, :nature true, :deception true, :intimidation
true, :arcana true, :athletics true, :insight true, :medicine true, :stealth
true}}, :skill-expertise-options {:choose 2, :options {:religion true, :persuasion
true, :investigation true, :acrobatics true, :performance true, :perception
true, :sleight-of-hand true, :survival true, :history true, :animal-handling
true, :nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}}}, :hit-die 8, :traits [{:name
"Bonus Proficiencies", :description "The sidekick gains proficiency with two tools
of your choice. Enter these manually.\nAt 13th level, the sidekick gains
proficiency in one skill of your choice. If the sidekick is a humanoid, it also
gains proficiency with one tool of your choice. Enter these manually."} {:name
"Expertise", :description "At 1st level, choose two of the sidekick's skill
proficiencies. The sidekick's proficiency bonus is doubled for any ability check it
makes that uses either of the chosen proficiencies.\nAt 6th level and again at 17th
level, choose two more of the sidekick's skill proficiencies to gain this benefit.
Enter these manually."} {:name "Helpful", :description "The sidekick is adept at
giving well-timed assistance; the sidekick can take the Help action as a bonus
action."} {:name "Cunning Action", :description "Starting at 2nd level, the
sidekick's agility or quick thinking allows it to act speedily. On its turn in
combat, it can take the Dash, Disengage, or Hide action as a bonus action.", :level
2} {:level 3, :name "Jack of Many Trades", :description "Beginning at 3rd level,
the sidekick can add half its proficiency bonus to any ability check it makes that
uses a skill but doesn't already include its proficiency bonus."} {:description
"Starting at 5th level, the sidekick can attack twice, instead of once, whenever it
takes the Attack action on its turn.\n\nMultiattack vs. Extra Attack\nYour sidekick
might have the Multiattack action in its stat block. If it does and it gains the
Extra Attack class feature, remember that Extra Attack works with the Attack
action, not the Multiattack action. In short, you can't use Extra Attack with
Multiattack.", :name "Extra Attack", :level 5} {:level 7, :description "Beginning
at 7th level, because of extraordinary good luck, the sidekick is skilled at
avoiding certain dangers. When the sidekick is subjected to an effect that allows
it to make a Dexterity saving throw to take only half damage, it instead takes no
damage if it succeeds on the saving throw, and only half damage if it failed. The
sidekick doesn't benefit from this feature while incapacitated.", :name "Evasion"}
{:level 9, :name "Inspiring Help", :description "Starting at 9th level, the
sidekick's assistance becomes especially inspiring. When the sidekick uses its
Helpful bonus action, the creature who receives the help also gains a 1d6 bonus to
the d20 roll. If that roll is an attack roll, the creature
can forgo adding the bonus to it, and then if the attack hits, the creature can
add the bonus to the attack's damage roll against one target.\nAt 18th level, the
bonus increases to 2d6."} {:name "Reliable Talent", :description "By 11th level,
the sidekick has refined its skills to an exceptional degree. Whenever the sidekick
makes an ability check that includes its whole proficiency bonus, it can treat a
d20 roll of 9 or lower as a 10.", :level 11} {:name "Sharp Mind", :description "At
15th level, the sidekick gains proficiency in Intelligence, Wisdom, or Charisma
saving throws (your choice). Enter this manually.", :level 15} {:level 20, :name
"Stroke of Luck", :description "At 20th level, the sidekick has an uncanny knack
for turning failure into success. If the sidekick's attack misses a target within
range, it can turn the miss into a hit. Alternatively, if it fails an ability
check, it can treat the d20 roll as a 20.\nOnce it uses this feature, the sidekick
can't use it again until it finishes a short or long rest."}]}, :spellcaster-
sidekick-bard-cha-saving-throw-prof- {nil nil, :key :spellcaster-sidekick-bard-cha-
saving-throw-prof-, :level-modifiers [{:type :armor-prof, :value :light}
{:type :weapon-prof, :value :simple}], :name "Spellcaster Sidekick (Bard, CHA
Saving Throw Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster
Sidekick (Bard, CHA Saving Throw Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:dancing-lights
:mage-hand :minor-illusion :thunderclap :mending :friends :vicious-mockery :true-
strike :light :blade-ward :prestidigitation :message}, 1 #{:thunderwave :guiding-
hand :detect-magic :earth-tremor :feather-fall :puppet :identify :unearthly-
chorus :longstrider :sudden-awakening :comprehend-languages :bane :disguise-
self :heroism :animal-friendship :unseen-servant :speak-with-animals :faerie-
fire :dissonant-whispers :healing-word :tashas-hideous-laughter :charm-
person :illusory-script :cure-wounds :sleep :silent-image}, 2 #{:magic-
mouth :crown-of-madness :calm-emotions :skywrite :blindness-deafness :zone-of-truth
:silence :enhance-ability :lesser-
restoration :shatter :enthrall :suggestion :animal-messenger :see-
invisibility :detect-thoughts :locate-object :cloud-of-daggers :phantasmal-
force :pyrotechnics :invisibility :warding-wind :locate-animals-or-plants :hold-
person :heat-metal :knock}, 3 #{:sending :stinking-cloud :clairvoyance :dispel-
magic :nondetection :hypnotic-pattern :catnap :feign-death :glyph-of-
warding :tongues :major-image :enemies-abound :plant-growth :bestow-curse :speak-
with-dead :speak-with-plants :leomunds-tiny-hut :fear}, 4 #{:dimension-
door :confusion :hallucinatory-terrain :polymorph :locate-creature :charm-
monster :freedom-of-movement :greater-invisibility :compulsion}, 5 #{:greater-
restoration :seeming :animate-objects :mass-cure-wounds :awaken :raise-
dead :dominate-person :synaptic-static :hold-monster :teleportation-circle :planar-
binding :dream :legend-lore :mislead :modify-memory :scrying :geas :skill-
empowerment}, 6 #{:eyebite :find-the-path :guards-and-wards :mass-
suggestion :ottos-irresistible-dance :programmed-illusion :true-seeing}, 7
#{:mordenkainens-sword :symbol :mordenkainens-magnificent-
mansion :regenerate :forcecage :project-image :etherealness :teleport :mirage-
arcane :resurrection}, 8 #{:dominate-monster :feeblemind :glibness :mind-
blank :power-word-stun}, 9 #{:foresight :mass-polymorph :power-word-heal :power-
word-kill :psychic-scream :true-polymorph}}}, :ability-increase-levels [4 8 12 16
19], :profs {:save {:orcpub.dnd.e5.character/cha true}, :skill-options {:choose
3, :options {:arcana true, :history true, :insight true, :investigation
true, :medicine true, :performance true, :persuasion true, :religion true}}}, :hit-
die 6, :traits [{:name "Spellcasting", :description "At 1st level, the sidekick
gains the ability to cast spells. (If the creature already has the Spellcasting
trait, this feature replaces that trait.)"} {:name "Spells Known", :description
"The sidekick knows three 1st-level spells of your choice from its spell list.
Click the homebrew button to choose the third spell.\nThe Spells Known column of
the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a musical instrument as a focus for its
spells.", :name "Spellcasting Focus"} {:description "Beginning at 2nd level, when
the sidekick finishes a short rest, it can recover expended spell slots. The spell
slots can have a combined level that is equal to or less than half its level in
this class (rounded up), and none of the spell slots can be 6th level or higher.\
nOnce the sidekick uses this feature, it can't use the feature again until it
finishes a long rest.", :name "Magical Recovery", :level 2} {:description "Starting
at 6th level, the sidekick can add its spellcasting ability modifier to the damage
it deals with any can trip.", :level 6, :name "Potent Cantrips"} {:level
10, :description "At 10th level, choose one school of magic. Whenever the sidekick
casts a spell of that school by expending a spell slot, the sidekick can add its
spellcasting ability modifier to the spell's damage roll or healing roll, if any.",
:name "Empowered Spells"} {:description "Starting at 14th level, the sidekick has
advantage on any Constitution saving throw it makes to maintain its concentration
on a spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :warrior-sidekick-dex-saving-throw-prof- {nil nil, :key :warrior-
sidekick-dex-saving-throw-prof-, :level-modifiers [{:type :armor-
prof, :value :light} {:type :armor-prof, :value :medium} {:type :armor-prof, :value
:heavy} {:type :armor-prof, :value :shields} {:type :weapon-prof, :value :martial}
{:type :weapon-prof, :value :simple} {:type :num-attacks, :level 5, :value 2}
{:type :num-attacks, :level 11, :value 3} {:type :num-attacks, :level 20, :value
4}], :name "Warrior Sidekick (DEX Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Warrior Sidekick (DEX Saving Throw Prof)", :ability-
increase-levels [4 6 8 12 14 16 19], :profs {:save {:orcpub.dnd.e5.character/dex
true}, :skill-options {:choose 3, :options {:acrobatics true, :animal-handling
true, :athletics true, :intimidation true, :nature true, :perception
true, :survival true}}}, :hit-die 10, :traits [{:name "Second Wind", :level
1, :description "Starting at 1st level, the sidekick can use a bonus action on its
turn to regain hit points equal to 1d10 + its level in this class. Once it uses
this feature, it must finish a short or long rest before it can use it again.\nThe
sidekick can use this feature twice between rests starting at 18th level."}
{:description "Beginning at 2nd level, the sidekick has advantage on Dexterity
saving throws against effects that it can see, such as traps and spells. This
feature doesn't work if the sidekick is incapacitated.", :name "Danger
Sense", :level 2} {:description "Starting at 3rd level, the sidekick's attack rolls
score a critical hit on a roll of 19 or 20 on the d20.", :name "Improved Critical",
:level 3} {:description "Beginning at 5th level, the sidekick can attack twice,
instead of once, whenever it takes the Attack action on its turn. The number of
attacks increases to three when the sidekick reaches 11th level and to four when it
reaches 20th level.\n\nMultiattack vs. Extra Attack - Your sidekick might have the
Multiattack action in its stat block. If it does and it gains the Extra Attack
class feature, remember that Extra Attack works with the Attack action, not the
Multiattack action. In short, you can't use Extra Attack with Multiattack.", :name
"Extra Attack", :level 5} {:name "Battle Readiness", :description "After the
sidekick reaches 7th level, it has advantage on initiative rolls.", :level 7}
{:description "Starting at 9th level, the sidekick can reroll a saving throw that
it fails, but it must use the new roll. When it uses this feature, it can't use the
feature again until it finishes a long rest. \nThe sidekick can use this feature
twice between long rests starting at 13th level and three times between long rests
starting at 17th level.", :level 9, :name "Indomitable"} {:description "At 10th
level, the sidekick's Armor Class increases by 1. Enter this manually as a custom
magic item.", :level 10, :name "Improved Defense"} {:level 15, :name "Superior
Critical", :description "Starting at 15th level, the sidekick's attack rolls score
a critical hit on a roll of 18–20 on the d20."}]}, :spellcaster-sidekick-warlock-
wis-saving-throw-prof- {nil nil, :key :spellcaster-sidekick-warlock-wis-saving-
throw-prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type :weapon-
prof, :value :simple}], :name "Spellcaster
Sidekick (Warlock, WIS Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Warlock, WIS Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:mage-
hand :lightning-lure :toll-the-dead :frostbite :booming-blade :minor-
illusion :thunderclap :magic-stone :friends :chill-touch :true-strike :eldritch-
blast :create-bonfire :poison-spray :sword-burst :blade-
ward :prestidigitation :infestation :green-flame-blade}, 1 #{:armor-of-
agathys :healing-elixir :protection-from-evil-and-good :witch-bolt :puppet :sense-
emotion :cause-fear :comprehend-languages :hex :unseen-servant :expeditious-retreat
:charm-person :illusory-script :hellish-rebuke :arms-of-hadar}, 2 #{:crown-of-
madness :mind-spike :shadow-blade :shatter :enthrall :ray-of-
enfeeblement :suggestion :mirror-image :cloud-of-
daggers :invisibility :earthbind :hold-person :spider-climb :darkness :misty-step},
3 #{:counterspell :remove-curse :dispel-magic :vampiric-touch :summon-lesser-demons
:hypnotic-pattern :fly :tongues :magic-circle :major-image :hunger-of-
hadar :enemies-abound :fear :thunder-step :gaseous-form}, 4 #{:dimension-
door :summon-greater-demon :elemental-bane :hallucinatory-
terrain :blight :banishment :sickening-radiance :shadow-of-moil :charm-monster}, 5
#{:cloudkill :enervation :wall-of-light :synaptic-static :hold-monster :infernal-
calling :dream :danse-macabre :contact-other-plane :scrying :negative-energy-
flood :far-step}, 6 #{:mass-suggestion :investiture-of-ice :scatter :arcane-
gate :true-seeing :mental-prison :flesh-to-stone :conjure-fey :investiture-of-
wind :investiture-of-stone :eyebite :investiture-of-flame :create-undead :circle-
of-death :soul-cage}, 7 #{:crown-of-stars :power-word-pain :forcecage :plane-
shift :etherealness :teleport :finger-of-death}, 8 #{:dominate-monster :power-word-
stun :demiplane :feeblemind :glibness :maddening-darkness}, 9
#{:imprisonment :astral-projection :power-word-kill :true-polymorph :psychic-scream
:foresight}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/wis true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-cleric-cha-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-cleric-cha-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Cleric, CHA Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Cleric, CHA Saving Throw Prof)",
:spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/wis, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:toll-the-
dead :guidance :word-of-radiance :mending :sacred-flame :resistance :virtue :spare-
the-dying :light :thaumaturgy}, 1 #{:create-or-destroy-water :guiding-hand :detect-
magic :purify-food-and-drink :detect-evil-and-good :protection-from-evil-and-
good :command :bless :bane :shield-of-faith :inflict-wounds :healing-word :ceremony
:guiding-bolt :sanctuary :detect-poison-and-disease :cure-wounds}, 2
#{:augury :calm-emotions :spiritual-weapon :gentle-repose :blindness-
deafness :zone-of-truth :silence :protection-from-poison :continual-flame :enhance-
ability :lesser-restoration :locate-object :warding-bond :find-traps :aid :hold-
person}, 3 #{:animate-dead :daylight :sending :remove-curse :clairvoyance :dispel-
magic :create-food-and-water :spirit-guardians :mass-healing-word :feign-
death :meld-into-stone :glyph-of-warding :life-
transference :tongues :revivify :magic-circle :protection-from-energy :bestow-curse
:speak-with-dead :beacon-of-hope :water-walk}, 4 #{:banishment :locate-
creature :control-water :divination :freedom-of-movement :guardian-of-faith :death-
ward :stone-shape}, 5 #{:dawn :greater-restoration :mass-cure-
wounds :commune :dispel-evil-and-good :raise-dead :insect-plague :planar-
binding :flame-strike :legend-lore :hallow :holy-weapon :contagion :scrying :geas},
6 #{:planar-ally :mass-suggestion :forbiddance :harm :blade-barrier :true-
seeing :find-the-path :heroes-feast :heal :word-of-recall :create-undead}, 7
#{:conjure-celestial :symbol :divine-word :temple-of-the-gods :regenerate :plane-
shift :etherealness :teleport :fire-storm :resurrection}, 8 #{:antimagic-
field :control-weather :earthquake :holy-aura}, 9 #{:astral-projection :gate :mass-
heal :true-resurrection}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/cha true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a holy symbol as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level
14} {:level 20, :description "At 20th level, choose two spells that the sidekick
knows from this class. Eligible spells are of 1st, 2nd, and 3rd level. The sidekick
can cast each of the chosen spells once at 3rd level without expending a spell
slot. \nAfter the sidekick casts a spell in this way, the sidekick regains the
ability to cast that spell with this feature when it finishes a short or long
rest.", :name "Signature Spells"}]}, :spellcaster-sidekick-cleric-wis-saving-throw-
prof- {nil nil, :key :spellcaster-sidekick-cleric-wis-saving-throw-prof-, :level-
modifiers [{:type :armor-prof, :value :light} {:type :weapon-
prof, :value :simple}], :name "Spellcaster Sidekick (Cleric, WIS Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick
(Cleric, WIS Saving Throw Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/wis, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:toll-the-
dead :guidance :word-of-radiance :mending :sacred-flame :resistance :virtue :spare-
the-dying :light :thaumaturgy}, 1 #{:create-or-destroy-water :guiding-hand :detect-
magic :purify-food-and-drink :detect-evil-and-good :protection-from-evil-and-
good :command :bless :bane :shield-of-faith :inflict-wounds :healing-word :ceremony
:guiding-bolt :sanctuary :detect-poison-and-disease :cure-wounds}, 2
#{:augury :calm-emotions :spiritual-weapon :gentle-repose :blindness-
deafness :zone-of-truth :silence :protection-from-poison :continual-flame :enhance-
ability :lesser-restoration :locate-object :warding-bond :find-traps :aid :hold-
person}, 3 #{:animate-dead :daylight :sending :remove-curse :clairvoyance :dispel-
magic :create-food-and-water :spirit-guardians :mass-healing-word :feign-
death :meld-into-stone :glyph-of-warding :life-
transference :tongues :revivify :magic-circle :protection-from-energy :bestow-curse
:speak-with-dead :beacon-of-hope :water-walk}, 4 #{:banishment :locate-
creature :control-water :divination :freedom-of-movement :guardian-of-faith :death-
ward :stone-shape}, 5 #{:dawn :greater-restoration :mass-cure-
wounds :commune :dispel-evil-and-good :raise-dead :insect-plague :planar-
binding :flame-strike :legend-lore :hallow :holy-weapon :contagion :scrying :geas},
6 #{:planar-ally :mass-suggestion :forbiddance :harm :blade-barrier :true-
seeing :find-the-path :heroes-feast :heal :word-of-recall :create-undead}, 7
#{:conjure-celestial :symbol :divine-word :temple-of-the-gods :regenerate :plane-
shift :etherealness :teleport :fire-storm :resurrection}, 8 #{:antimagic-
field :control-weather :earthquake :holy-aura}, 9 #{:astral-projection :gate :mass-
heal :true-resurrection}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/wis true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a holy symbol as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-wizard-int-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-wizard-int-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Wizard, INT Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Wizard, INT Saving Throw Prof)",
:spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-
water :dancing-lights :ray-of-frost :acid-splash :mage-hand :lightning-lure :toll-
the-dead :frostbite :booming-blade :minor-illusion :thunderclap :fire-bolt :mending
:shocking-grasp :control-flames :friends :encode-thoughts :chill-touch :true-strike
:create-bonfire :mold-earth :poison-spray :sword-burst :light :blade-
ward :prestidigitation :gust :infestation :message :green-flame-blade}, 1
#{:thunderwave :alarm :tensers-floating-disk :guiding-hand :ray-of-
sickness :detect-magic :earth-tremor :shield :feather-fall :grease :healing-
elixir :ice-knife :magic-missile :protection-from-evil-and-good :witch-bolt :puppet
:sense-emotion :fog-cloud :identify :cause-fear :longstrider :sudden-
awakening :comprehend-languages :disguise-self :unseen-servant :false-
life :expeditious-retreat :tashas-hideous-laughter :absorb-elements :charm-
person :catapult :find-familiar :illusory-script :mage-armor :burning-
hands :sleep :color-spray :jump :snare :silent-image :chromatic-orb}, 2 #{:magic-
mouth :crown-of-madness :arcane-lock :skywrite :gentle-repose :blindness-
deafness :mind-spike :dust-devil :scorching-ray :shadow-blade :rope-
trick :continual-flame :enlarge-reduce :shatter :nystuls-magic-
aura :darkvision :snilloc-s-snowball-swarm :dragon-s-breath :alter-self :ray-of-
enfeeblement :suggestion :see-invisibility :magic-weapon :detect-thoughts :levitate
:locate-object :mirror-image :cloud-of-daggers :phantasmal-force :flaming-
sphere :melfs-acid-arrow :blur :pyrotechnics :maximilian-s-earthen-
grasp :invisibility :earthbind :warding-wind :aganazzar-s-scorcher :hold-
person :gust-of-wind :spider-climb :darkness :knock :web :misty-step}, 3
#{:animate-dead :sending :counterspell :blink :sleet-storm :water-breathing :melf-
s-minute-meteors :stinking-cloud :remove-curse :clairvoyance :dispel-magic :tiny-
servant :vampiric-touch :summon-lesser-demons :nondetection :hypnotic-
pattern :catnap :conjure-lesser-demon :feign-death :glyph-of-warding :haste :life-
transference :fly :tongues :magic-circle :major-image :slow :wall-of-sand :wall-of-
water :tidal-wave :enemies-abound :lightning-bolt :protection-from-energy :flame-
arrows :fireball :bestow-curse :erupting-earth :leomunds-tiny-hut :fear :thunder-
step :phantom-steed :gaseous-form}, 4 #{:dimension-door :summon-greater-
demon :fabricate :elemental-bane :ice-storm :confusion :hallucinatory-
terrain :blight :conjure-shadow-demon :leomunds-secret-chest :conjure-minor-
elementals :banishment :polymorph :storm-sphere :locate-creature :evards-black-
tentacles :fire-shield :sickening-radiance :control-water :watery-sphere :wall-of-
fire :mordenkainens-faithful-hound :charm-monster :conjure-barlgura :vitriolic-
sphere :mordenkainens-private-sanctum :otilukes-resilient-sphere :greater-
invisibility :phantasmal-killer :arcane-eye :stone-shape :stoneskin}, 5
#{:dawn :creation :steel-wind-strike :seeming :passwall :cloudkill :animate-objects
:enervation :transmute-rock :wall-of-light :conjure-vrock :dominate-
person :control-winds :synaptic-static :cone-of-cold :hold-monster :infernal-
calling :rar-s-telepathic-bond :teleportation-circle :planar-binding :dream :danse-
macabre :bigbys-hand :legend-lore :wall-of-force :mislead :conjure-elemental :wall-
of-stone :contact-other-plane :modify-memory :telekinesis :scrying :negative-
energy-flood :immolation :geas :far-step :skill-empowerment}, 6 #{:move-
earth :tenser-s-transformation :globe-of-invulnerability :chain-lightning :mass-
suggestion :magic-jar :wall-of-ice :sunbeam :investiture-of-ice :scatter :arcane-
gate :true-seeing :drawmijs-instant-summons :mental-prison
:flesh-to-stone :ottos-irresistible-dance :create-homunculus :otilukes-freezing-
sphere :disintegrate :contingency :investiture-of-wind :guards-and-
wards :investiture-of-stone :eyebite :investiture-of-flame :create-undead :circle-
of-death :soul-cage}, 7 #{:whirlwind :sequester :mordenkainens-
sword :simulacrum :crown-of-stars :power-word-pain :prismatic-
spray :symbol :mordenkainens-magnificent-mansion :forcecage :delayed-blast-fireball
:plane-shift :project-image :conjure-hezrou :reverse-
gravity :etherealness :teleport :mirage-arcane :finger-of-death}, 8
#{:feeblemind :mighty-fortress :illusory-dragon :control-weather :antipathy-
sympathy :abi-dalzims-horrid-wilting :dominate-
monster :clone :telepathy :maze :sunburst :maddening-darkness :demiplane :mind-
blank :power-word-stun :antimagic-field :incendiary-cloud}, 9 #{:meteor-
swarm :imprisonment :invulnerability :astral-projection :power-word-kill :true-
polymorph :wish :time-stop :weird :psychic-scream :gate :prismatic-
wall :foresight :shapechange :mass-polymorph}}}, :ability-increase-levels [4 8 12
16 19], :profs {:save {:orcpub.dnd.e5.character/int true}, :skill-options {:choose
3, :options {:arcana true, :history true, :insight true, :investigation
true, :medicine true, :performance true, :persuasion true, :religion true}}}, :hit-
die 6, :traits [{:name "Spellcasting", :description "At 1st level, the sidekick
gains the ability to cast spells. (If the creature already has the Spellcasting
trait, this feature replaces that trait.)"} {:name "Spells Known", :description
"The sidekick knows three 1st-level spells of your choice from its spell list.
Click the homebrew button to choose the third spell.\nThe Spells Known column of
the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-druid-cha-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-druid-cha-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Druid, CHA Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Druid, CHA Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/wis, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-
water :frostbite :thorn-whip :thunderclap :guidance :mending :resistance :magic-
stone :control-flames :produce-flame :shillelagh :druidcraft :create-bonfire :mold-
earth :primal-savagery :poison-spray :gust :infestation}, 1 #{:thunderwave :create-
or-destroy-water :guiding-hand :detect-magic :earth-tremor :beast-bond :purify-
food-and-drink :ice-knife :fog-cloud :wild-cunning :longstrider :animal-
friendship :speak-with-animals :faerie-fire :healing-word :entangle :absorb-
elements :charm-person :detect-poison-and-disease :cure-
wounds :jump :snare :goodberry}, 2 #{:skywrite :dust-devil :protection-from-
poison :healing-spirit :enhance-ability :lesser-
restoration :barkskin :darkvision :animal-messenger :beast-sense :moonbeam :locate-
object :spike-growth :flaming-sphere :find-traps :earthbind :warding-wind :locate-
animals-or-plants :flame-blade :hold-person :gust-of-wind :pass-without-
trace :heat-metal}, 3 #{:daylight :sleet-storm :conjure-animals :water-
breathing :dispel-magic :feign-death :meld-into-stone :wall-of-water :tidal-
wave :plant-growth :protection-from-energy :flame-arrows :wind-wall :erupting-earth
:speak-with-plants :water-walk :call-lightning}, 4 #{:elemental-bane :ice-
storm :confusion :hallucinatory-terrain :blight :dominate-beast :conjure-minor-
elementals :polymorph :locate-creature :grasping-vine :control-water :watery-sphere
:wall-of-fire :charm-monster :giant-insect :guardian-of-nature :freedom-of-movement
:conjure-woodland-beings :stone-shape :stoneskin}, 5 #{:greater-
restoration :commune-with-nature :wrath-of-nature :mass-cure-wounds :transmute-rock
:awaken :antilife-shell :control-winds :insect-plague :planar-
binding :maelstrom :tree-stride :conjure-elemental :wall-of-
stone :reincarnate :contagion :scrying :geas}, 6 #{:transport-via-plants :move-
earth :druid-grove :sunbeam :investiture-of-ice :find-the-path :heroes-feast :wall-
of-thorns :bones-of-the-earth :wind-walk :heal :conjure-fey :investiture-of-
wind :investiture-of-stone :primordial-ward :investiture-of-flame}, 7
#{:whirlwind :regenerate :plane-shift :reverse-gravity :mirage-arcane :fire-storm},
8 #{:feeblemind :animal-shapes :antipathy-sympathy :control-
weather :earthquake :sunburst :tsunami}, 9 #{:foresight :shapechange :storm-of-
vengeance :true-resurrection}}}, :ability-increase-levels [4 8 12 16 19], :profs
{:save {:orcpub.dnd.e5.character/cha true}, :skill-options {:choose 3, :options
{:arcana true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a druidic focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-warlock-cha-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-warlock-cha-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof,
:value :simple}], :name "Spellcaster Sidekick (Warlock, CHA Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick
(Warlock, CHA Saving Throw Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:mage-
hand :lightning-lure :toll-the-dead :frostbite :booming-blade :minor-
illusion :thunderclap :magic-stone :friends :chill-touch :true-strike :eldritch-
blast :create-bonfire :poison-spray :sword-burst :blade-
ward :prestidigitation :infestation :green-flame-blade}, 1 #{:armor-of-
agathys :healing-elixir :protection-from-evil-and-good :witch-bolt :puppet :sense-
emotion :cause-fear :comprehend-languages :hex :unseen-servant :expeditious-retreat
:charm-person :illusory-script :hellish-rebuke :arms-of-hadar}, 2 #{:crown-of-
madness :mind-spike :shadow-blade :shatter :enthrall :ray-of-
enfeeblement :suggestion :mirror-image :cloud-of-
daggers :invisibility :earthbind :hold-person :spider-climb :darkness :misty-step},
3 #{:counterspell :remove-curse :dispel-magic :vampiric-touch :summon-lesser-demons
:hypnotic-pattern :fly :tongues :magic-circle :major-image :hunger-of-
hadar :enemies-abound :fear :thunder-step :gaseous-form}, 4 #{:dimension-
door :summon-greater-demon :elemental-bane :hallucinatory-
terrain :blight :banishment :sickening-radiance :shadow-of-moil :charm-monster}, 5
#{:cloudkill :enervation :wall-of-light :synaptic-static :hold-monster :infernal-
calling :dream :danse-macabre :contact-other-plane :scrying :negative-energy-
flood :far-step}, 6 #{:mass-suggestion :investiture-of-ice :scatter :arcane-
gate :true-seeing :mental-prison :flesh-to-stone :conjure-fey :investiture-of-
wind :investiture-of-stone :eyebite :investiture-of-flame :create-undead :circle-
of-death :soul-cage}, 7 #{:crown-of-stars :power-word-pain :forcecage :plane-
shift :etherealness :teleport :finger-of-death}, 8 #{:dominate-monster :power-word-
stun :demiplane :feeblemind :glibness :maddening-darkness}, 9
#{:imprisonment :astral-projection :power-word-kill :true-polymorph :psychic-scream
:foresight}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/cha true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-bard-wis-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-bard-wis-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Bard, WIS Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Bard, WIS Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:dancing-lights
:mage-hand :minor-illusion :thunderclap :mending :friends :vicious-mockery :true-
strike :light :blade-ward :prestidigitation :message}, 1 #{:thunderwave :guiding-
hand :detect-magic :earth-tremor :feather-fall :puppet :identify :unearthly-
chorus :longstrider :sudden-awakening :comprehend-languages :bane :disguise-
self :heroism :animal-friendship :unseen-servant :speak-with-animals :faerie-
fire :dissonant-whispers :healing-word :tashas-hideous-laughter :charm-
person :illusory-script :cure-wounds :sleep :silent-image}, 2 #{:magic-
mouth :crown-of-madness :calm-emotions :skywrite :blindness-deafness :zone-of-truth
:silence :enhance-ability :lesser-
restoration :shatter :enthrall :suggestion :animal-messenger :see-
invisibility :detect-thoughts :locate-object :cloud-of-daggers :phantasmal-
force :pyrotechnics :invisibility :warding-wind :locate-animals-or-plants :hold-
person :heat-metal :knock}, 3 #{:sending :stinking-cloud :clairvoyance :dispel-
magic :nondetection :hypnotic-pattern :catnap :feign-death :glyph-of-
warding :tongues :major-image :enemies-abound :plant-growth :bestow-curse :speak-
with-dead :speak-with-plants :leomunds-tiny-hut :fear}, 4 #{:dimension-
door :confusion :hallucinatory-terrain :polymorph :locate-creature :charm-
monster :freedom-of-movement :greater-invisibility :compulsion}, 5 #{:greater-
restoration :seeming :animate-objects :mass-cure-wounds :awaken :raise-
dead :dominate-person :synaptic-static :hold-monster :teleportation-circle :planar-
binding :dream :legend-lore :mislead :modify-memory :scrying :geas :skill-
empowerment}, 6 #{:eyebite :find-the-path :guards-and-wards :mass-
suggestion :ottos-irresistible-dance :programmed-illusion :true-seeing}, 7
#{:mordenkainens-sword :symbol :mordenkainens-magnificent-
mansion :regenerate :forcecage :project-image :etherealness :teleport :mirage-
arcane :resurrection}, 8 #{:dominate-monster :feeblemind :glibness :mind-
blank :power-word-stun}, 9 #{:foresight :mass-polymorph :power-word-heal :power-
word-kill :psychic-scream :true-polymorph}}}, :ability-increase-levels [4 8 12 16
19], :profs {:save {:orcpub.dnd.e5.character/wis true}, :skill-options {:choose
3, :options {:arcana true, :history true, :insight true, :investigation
true, :medicine true, :performance true, :persuasion true, :religion true}}}, :hit-
die 6, :traits [{:name "Spellcasting", :description "At 1st level, the sidekick
gains the ability to cast spells. (If the creature already has the Spellcasting
trait, this feature replaces that trait.)"} {:name "Spells Known", :description
"The sidekick knows three 1st-level spells of your choice from its spell list.
Click the homebrew button to choose the third spell.\nThe Spells Known column of
the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a musical instrument as a focus for its
spells.", :name "Spellcasting Focus"} {:description "Beginning at 2nd level, when
the sidekick finishes a short rest, it can recover expended spell slots. The spell
slots can have a combined level that is equal to or less than half its level in
this class (rounded up), and none of the spell slots can be 6th level or higher.\
nOnce the sidekick uses this feature, it can't use the feature again until it
finishes a long rest.", :name "Magical Recovery", :level 2} {:description "Starting
at 6th level, the sidekick can add its spellcasting ability modifier to the damage
it deals with any can trip.", :level 6, :name "Potent Cantrips"} {:level
10, :description "At 10th level, choose one school of magic. Whenever the sidekick
casts
a spell of that school by expending a spell slot, the sidekick can add its
spellcasting ability modifier to the spell's damage roll or healing roll, if any.",
:name "Empowered Spells"} {:description "Starting at 14th level, the sidekick has
advantage on any Constitution saving throw it makes to maintain its concentration
on a spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-druid-int-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-druid-int-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Druid, INT Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Druid, INT Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/wis, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-
water :frostbite :thorn-whip :thunderclap :guidance :mending :resistance :magic-
stone :control-flames :produce-flame :shillelagh :druidcraft :create-bonfire :mold-
earth :primal-savagery :poison-spray :gust :infestation}, 1 #{:thunderwave :create-
or-destroy-water :guiding-hand :detect-magic :earth-tremor :beast-bond :purify-
food-and-drink :ice-knife :fog-cloud :wild-cunning :longstrider :animal-
friendship :speak-with-animals :faerie-fire :healing-word :entangle :absorb-
elements :charm-person :detect-poison-and-disease :cure-
wounds :jump :snare :goodberry}, 2 #{:skywrite :dust-devil :protection-from-
poison :healing-spirit :enhance-ability :lesser-
restoration :barkskin :darkvision :animal-messenger :beast-sense :moonbeam :locate-
object :spike-growth :flaming-sphere :find-traps :earthbind :warding-wind :locate-
animals-or-plants :flame-blade :hold-person :gust-of-wind :pass-without-
trace :heat-metal}, 3 #{:daylight :sleet-storm :conjure-animals :water-
breathing :dispel-magic :feign-death :meld-into-stone :wall-of-water :tidal-
wave :plant-growth :protection-from-energy :flame-arrows :wind-wall :erupting-earth
:speak-with-plants :water-walk :call-lightning}, 4 #{:elemental-bane :ice-
storm :confusion :hallucinatory-terrain :blight :dominate-beast :conjure-minor-
elementals :polymorph :locate-creature :grasping-vine :control-water :watery-sphere
:wall-of-fire :charm-monster :giant-insect :guardian-of-nature :freedom-of-movement
:conjure-woodland-beings :stone-shape :stoneskin}, 5 #{:greater-
restoration :commune-with-nature :wrath-of-nature :mass-cure-wounds :transmute-rock
:awaken :antilife-shell :control-winds :insect-plague :planar-
binding :maelstrom :tree-stride :conjure-elemental :wall-of-
stone :reincarnate :contagion :scrying :geas}, 6 #{:transport-via-plants :move-
earth :druid-grove :sunbeam :investiture-of-ice :find-the-path :heroes-feast :wall-
of-thorns :bones-of-the-earth :wind-walk :heal :conjure-fey :investiture-of-
wind :investiture-of-stone :primordial-ward :investiture-of-flame}, 7
#{:whirlwind :regenerate :plane-shift :reverse-gravity :mirage-arcane :fire-storm},
8 #{:feeblemind :animal-shapes :antipathy-sympathy :control-
weather :earthquake :sunburst :tsunami}, 9 #{:foresight :shapechange :storm-of-
vengeance :true-resurrection}}}, :ability-increase-levels [4 8 12 16 19], :profs
{:save {:orcpub.dnd.e5.character/int true}, :skill-options {:choose 3, :options
{:arcana true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a druidic focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :warrior-sidekick-con-saving-throw-prof- {nil nil, :key :warrior-
sidekick-con-saving-throw-prof-, :level-modifiers [{:type :armor-
prof, :value :light} {:type :armor-prof, :value :medium} {:type :armor-prof, :value
:heavy} {:type :armor-prof, :value :shields} {:type :weapon-prof, :value :martial}
{:type :weapon-prof, :value :simple} {:type :num-attacks, :level 5, :value 2}
{:type :num-attacks, :level 11, :value 3} {:type :num-attacks, :level 20, :value
4}], :name "Warrior Sidekick (CON Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Warrior Sidekick (CON Saving Throw Prof)", :ability-
increase-levels [4 6 8 12 14 16 19], :profs {:save {:orcpub.dnd.e5.character/con
true}, :skill-options {:choose 3, :options {:acrobatics true, :animal-handling
true, :athletics true, :intimidation true, :nature true, :perception
true, :survival true}}}, :hit-die 10, :traits [{:name "Second Wind", :level
1, :description "Starting at 1st level, the sidekick can use a bonus action on its
turn to regain hit points equal to 1d10 + its level in this class. Once it uses
this feature, it must finish a short or long rest before it can use it again.\nThe
sidekick can use this feature twice between rests starting at 18th level."}
{:description "Beginning at 2nd level, the sidekick has advantage on Dexterity
saving throws against effects that it can see, such as traps and spells. This
feature doesn't work if the sidekick is incapacitated.", :name "Danger
Sense", :level 2} {:description "Starting at 3rd level, the sidekick's attack rolls
score a critical hit on a roll of 19 or 20 on the d20.", :name "Improved Critical",
:level 3} {:description "Beginning at 5th level, the sidekick can attack twice,
instead of once, whenever it takes the Attack action on its turn. The number of
attacks increases to three when the sidekick reaches 11th level and to four when it
reaches 20th level.\n\nMultiattack vs. Extra Attack - Your sidekick might have the
Multiattack action in its stat block. If it does and it gains the Extra Attack
class feature, remember that Extra Attack works with the Attack action, not the
Multiattack action. In short, you can't use Extra Attack with Multiattack.", :name
"Extra Attack", :level 5} {:name "Battle Readiness", :description "After the
sidekick reaches 7th level, it has advantage on initiative rolls.", :level 7}
{:description "Starting at 9th level, the sidekick can reroll a saving throw that
it fails, but it must use the new roll. When it uses this feature, it can't use the
feature again until it finishes a long rest. \nThe sidekick can use this feature
twice between long rests starting at 13th level and three times between long rests
starting at 17th level.", :level 9, :name "Indomitable"} {:description "At 10th
level, the sidekick's Armor Class increases by 1. Enter this manually as a custom
magic item.", :level 10, :name "Improved Defense"} {:level 15, :name "Superior
Critical", :description "Starting at 15th level, the sidekick's attack rolls score
a critical hit on a roll of 18–20 on the d20."}]}, :spellcaster-sidekick-druid-wis-
saving-throw-prof- {nil nil, :key :spellcaster-sidekick-druid-wis-saving-throw-
prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type :weapon-
prof, :value :simple}], :name "Spellcaster
Sidekick (Druid, WIS Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Druid, WIS Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/wis, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-
water :frostbite :thorn-whip :thunderclap :guidance :mending :resistance :magic-
stone :control-flames :produce-flame :shillelagh :druidcraft :create-bonfire :mold-
earth :primal-savagery :poison-spray :gust :infestation}, 1 #{:thunderwave :create-
or-destroy-water :guiding-hand :detect-magic :earth-tremor :beast-bond :purify-
food-and-drink :ice-knife :fog-cloud :wild-cunning :longstrider :animal-
friendship :speak-with-animals :faerie-fire :healing-word :entangle :absorb-
elements :charm-person :detect-poison-and-disease :cure-
wounds :jump :snare :goodberry}, 2 #{:skywrite :dust-devil :protection-from-
poison :healing-spirit :enhance-ability :lesser-
restoration :barkskin :darkvision :animal-messenger :beast-sense :moonbeam :locate-
object :spike-growth :flaming-sphere :find-traps :earthbind :warding-wind :locate-
animals-or-plants :flame-blade :hold-person :gust-of-wind :pass-without-
trace :heat-metal}, 3 #{:daylight :sleet-storm :conjure-animals :water-
breathing :dispel-magic :feign-death :meld-into-stone :wall-of-water :tidal-
wave :plant-growth :protection-from-energy :flame-arrows :wind-wall :erupting-earth
:speak-with-plants :water-walk :call-lightning}, 4 #{:elemental-bane :ice-
storm :confusion :hallucinatory-terrain :blight :dominate-beast :conjure-minor-
elementals :polymorph :locate-creature :grasping-vine :control-water :watery-sphere
:wall-of-fire :charm-monster :giant-insect :guardian-of-nature :freedom-of-movement
:conjure-woodland-beings :stone-shape :stoneskin}, 5 #{:greater-
restoration :commune-with-nature :wrath-of-nature :mass-cure-wounds :transmute-rock
:awaken :antilife-shell :control-winds :insect-plague :planar-
binding :maelstrom :tree-stride :conjure-elemental :wall-of-
stone :reincarnate :contagion :scrying :geas}, 6 #{:transport-via-plants :move-
earth :druid-grove :sunbeam :investiture-of-ice :find-the-path :heroes-feast :wall-
of-thorns :bones-of-the-earth :wind-walk :heal :conjure-fey :investiture-of-
wind :investiture-of-stone :primordial-ward :investiture-of-flame}, 7
#{:whirlwind :regenerate :plane-shift :reverse-gravity :mirage-arcane :fire-storm},
8 #{:feeblemind :animal-shapes :antipathy-sympathy :control-
weather :earthquake :sunburst :tsunami}, 9 #{:foresight :shapechange :storm-of-
vengeance :true-resurrection}}}, :ability-increase-levels [4 8 12 16 19], :profs
{:save {:orcpub.dnd.e5.character/wis true}, :skill-options {:choose 3, :options
{:arcana true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a druidic focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :expert-sidekick-cha-saving-throw-prof- {nil nil, :key :expert-
sidekick-cha-saving-throw-prof-, :level-modifiers [{:type :armor-
prof, :value :light} {:type :weapon-prof, :value :simple} {:type :num-
attacks, :level 5, :value 2}], :name "Expert Sidekick (CHA Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Expert Sidekick (CHA Saving
Throw Prof)", :ability-increase-levels [4 8 10 12 14 16 19], :profs {:save
{:orcpub.dnd.e5.character/cha true}, :skill-options {:choose 5, :options {:religion
true, :persuasion true, :investigation true, :acrobatics true, :performance
true, :perception true, :sleight-of-hand true, :survival true, :history
true, :animal-handling true, :nature true, :deception true, :intimidation
true, :arcana true, :athletics true, :insight true, :medicine true, :stealth
true}}, :skill-expertise-options {:choose 2, :options {:religion true, :persuasion
true, :investigation true, :acrobatics true, :performance true, :perception
true, :sleight-of-hand true, :survival true, :history true, :animal-handling
true, :nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}}}, :hit-die 8, :traits [{:name
"Bonus Proficiencies", :description "The sidekick gains proficiency with two tools
of your choice. Enter these manually.\nAt 13th level, the sidekick gains
proficiency in one skill of your choice. If the sidekick is a humanoid, it also
gains proficiency with one tool of your choice. Enter these manually."} {:name
"Expertise", :description "At 1st level, choose two of the sidekick's skill
proficiencies. The sidekick's proficiency bonus is doubled for any ability check it
makes that uses either of the chosen proficiencies.\nAt 6th level and again at 17th
level, choose two more of the sidekick's skill proficiencies to gain this benefit.
Enter these manually."} {:name "Helpful", :description "The sidekick is adept at
giving well-timed assistance; the sidekick can take the Help action as a bonus
action."} {:name "Cunning Action", :description "Starting at 2nd level, the
sidekick's agility or quick thinking allows it to act speedily. On its turn in
combat, it can take the Dash, Disengage, or Hide action as a bonus action.", :level
2} {:level 3, :name "Jack of Many Trades", :description "Beginning at 3rd level,
the sidekick can add half its proficiency bonus to any ability check it makes that
uses a skill but doesn't already include its proficiency bonus."} {:description
"Starting at 5th level, the sidekick can attack twice, instead of once, whenever it
takes the Attack action on its turn.\n\nMultiattack vs. Extra Attack\nYour sidekick
might have the Multiattack action in its stat block. If it does and it gains the
Extra Attack class feature, remember that Extra Attack works with the Attack
action, not the Multiattack action. In short, you can't use Extra Attack with
Multiattack.", :name "Extra Attack", :level 5} {:level 7, :description "Beginning
at 7th level, because of extraordinary good luck, the sidekick is skilled at
avoiding certain dangers. When the sidekick is subjected to an effect that allows
it to make a Dexterity saving throw to take only half damage, it instead takes no
damage if it succeeds on the saving throw, and only half damage if it failed. The
sidekick doesn't benefit from this feature while incapacitated.", :name "Evasion"}
{:level 9, :name "Inspiring Help", :description "Starting at 9th level, the
sidekick's assistance becomes especially inspiring. When the sidekick uses its
Helpful bonus action, the creature who receives the help also gains a 1d6 bonus to
the d20 roll. If that roll is an attack roll, the creature can forgo adding the
bonus to it, and then if the attack hits, the creature can add the bonus to the
attack's damage roll against one target.\nAt 18th level, the bonus increases to
2d6."} {:name "Reliable Talent", :description "By 11th level, the sidekick has
refined its skills to an exceptional degree. Whenever the sidekick makes an ability
check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or
lower as a 10.", :level 11} {:name "Sharp Mind", :description "At 15th level, the
sidekick gains proficiency in Intelligence, Wisdom, or Charisma saving throws (your
choice). Enter this manually.", :level 15} {:level
20, :name "Stroke of Luck", :description "At 20th level, the sidekick has an
uncanny knack for turning failure into success. If the sidekick's attack misses a
target within range, it can turn the miss into a hit. Alternatively, if it fails an
ability check, it can treat the d20 roll as a 20.\nOnce it uses this feature, the
sidekick can't use it again until it finishes a short or long
rest."}]}, :spellcaster-sidekick-sorcerer-wis-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-sorcerer-wis-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Sorcerer, WIS Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Sorcerer, WIS Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-
water :dancing-lights :ray-of-frost :acid-splash :mage-hand :lightning-
lure :frostbite :booming-blade :minor-illusion :thunderclap :fire-
bolt :mending :shocking-grasp :control-flames :friends :chill-touch :true-
strike :create-bonfire :mold-earth :poison-spray :sword-burst :light :blade-
ward :prestidigitation :gust :infestation :message :green-flame-blade}, 1
#{:thunderwave :ray-of-sickness :detect-magic :earth-tremor :shield :feather-
fall :ice-knife :magic-missile :witch-bolt :fog-cloud :chaos-bolt :sudden-awakening
:comprehend-languages :disguise-self :false-life :expeditious-retreat :absorb-
elements :charm-person :catapult :mage-armor :burning-hands :sleep :color-
spray :jump :silent-image :chromatic-orb}, 2 #{:crown-of-madness :blindness-
deafness :mind-spike :dust-devil :scorching-ray :shadow-blade :enhance-
ability :enlarge-reduce :shatter :darkvision :snilloc-s-snowball-swarm :dragon-s-
breath :alter-self :suggestion :see-invisibility :detect-
thoughts :levitate :mirror-image :cloud-of-daggers :phantasmal-
force :blur :pyrotechnics :maximilian-s-earthen-
grasp :invisibility :earthbind :warding-wind :aganazzar-s-scorcher :hold-
person :gust-of-wind :spider-climb :darkness :knock :web :misty-step}, 3
#{:daylight :counterspell :blink :sleet-storm :water-breathing :melf-s-minute-
meteors :stinking-cloud :clairvoyance :dispel-magic :hypnotic-
pattern :catnap :conjure-lesser-demon :haste :fly :tongues :major-
image :slow :wall-of-water :tidal-wave :enemies-abound :lightning-bolt :protection-
from-energy :flame-arrows :fireball :erupting-earth :water-walk :fear :thunder-step
:gaseous-form}, 4 #{:dimension-door :ice-storm :confusion :blight :conjure-shadow-
demon :dominate-beast :banishment :polymorph :storm-sphere :sickening-
radiance :watery-sphere :wall-of-fire :charm-monster :conjure-barlgura :vitriolic-
sphere :greater-invisibility :stoneskin}, 5
#{:creation :seeming :cloudkill :animate-objects :enervation :wall-of-
light :conjure-vrock :dominate-person :control-winds :insect-plague :synaptic-
static :cone-of-cold :hold-monster :teleportation-circle :wall-of-
stone :telekinesis :immolation :far-step :skill-empowerment}, 6 #{:move-
earth :globe-of-invulnerability :chain-lightning :mass-
suggestion :sunbeam :investiture-of-ice :scatter :arcane-gate :true-seeing :mental-
prison :disintegrate :investiture-of-wind :investiture-of-
stone :eyebite :investiture-of-flame :circle-of-death}, 7 #{:whirlwind :crown-of-
stars :power-word-pain :prismatic-spray :delayed-blast-fireball :plane-
shift :conjure-hezrou :reverse-gravity :etherealness :teleport :fire-storm :finger-
of-death}, 8 #{:dominate-monster :power-word-stun :abi-dalzims-horrid-
wilting :earthquake :incendiary-cloud :sunburst}, 9 #{:mass-polymorph :power-word-
kill :psychic-scream :gate :meteor-swarm :time-stop :wish}}}, :ability-increase-
levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/wis true}, :skill-
options {:choose 3, :options {:arcana true, :history true, :insight
true, :investigation true, :medicine true, :performance true, :persuasion
true, :religion true}}}, :hit-die 6, :traits [{:name "Spellcasting", :description
"At 1st level, the sidekick gains the ability to cast spells. (If the creature
already has the Spellcasting trait, this feature replaces that trait.)"} {:name
"Spells Known", :description "The sidekick knows three 1st-level spells of your
choice from its spell list. Click the homebrew button to choose the third spell.\
nThe Spells Known column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can't use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell's damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a
spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature
Spells"}]}, :spellcaster-sidekick-cleric-int-saving-throw-prof- {nil
nil, :key :spellcaster-sidekick-cleric-int-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Cleric, INT Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Cleric, INT Saving Throw Prof)",
:spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/wis, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:toll-the-
dead :guidance :word-of-radiance :mending :sacred-flame :resistance :virtue :spare-
the-dying :light :thaumaturgy}, 1 #{:create-or-destroy-water :guiding-hand :detect-
magic :purify-food-and-drink :detect-evil-and-good :protection-from-evil-and-
good :command :bless :bane :shield-of-faith :inflict-wounds :healing-word :ceremony
:guiding-bolt :sanctuary :detect-poison-and-disease :cure-wounds}, 2
#{:augury :calm-emotions :spiritual-weapon :gentle-repose :blindness-
deafness :zone-of-truth :silence :protection-from-poison :continual-flame :enhance-
ability :lesser-restoration :locate-object :warding-bond :find-traps :aid :hold-
person}, 3 #{:animate-dead :daylight :sending :remove-curse :clairvoyance :dispel-
magic :create-food-and-water :spirit-guardians :mass-healing-word :feign-
death :meld-into-stone :glyph-of-warding :life-
transference :tongues :revivify :magic-circle :protection-from-energy :bestow-curse
:speak-with-dead :beacon-of-hope :water-walk}, 4 #{:banishment :locate-
creature :control-water :divination :freedom-of-movement :guardian-of-faith :death-
ward :stone-shape}, 5 #{:dawn :greater-restoration :mass-cure-
wounds :commune :dispel-evil-and-good :raise-dead :insect-plague :planar-
binding :flame-strike :legend-lore :hallow :holy-weapon :contagion :scrying :geas},
6 #{:planar-ally :mass-suggestion :forbiddance :harm :blade-barrier :true-
seeing :find-the-path :heroes-feast :heal :word-of-recall :create-undead}, 7
#{:conjure-celestial :symbol :divine-word :temple-of-the-gods :regenerate :plane-
shift :etherealness :teleport :fire-storm :resurrection}, 8 #{:antimagic-
field :control-weather :earthquake :holy-aura}, 9 #{:astral-projection :gate :mass-
heal :true-resurrection}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/int true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells
of your choice. Each of these spells must be of a level for which the sidekick has
spell slots, as shown on the table. For instance, when the sidekick reaches 3rd
level in this class, it can learn one new spell of 1st or 2nd level.\nAdditionally,
when the sidekick gains a level in this class, you can choose one of the spells it
knows form this class and replace it with another spell from its spell list, which
also must be of a level for which it has spell slots."} {:description "The sidekick
uses a holy symbol as a focus for its spells.", :name "Spellcasting Focus"}
{:description "Beginning at 2nd level, when the sidekick finishes a short rest, it
can recover expended spell slots. The spell slots can have a combined level that is
equal to or less than half its level in this class (rounded up), and none of the
spell slots can be 6th level or higher.\nOnce the sidekick uses this feature, it
can't use the feature again until it finishes a long rest.", :name "Magical
Recovery", :level 2} {:description "Starting at 6th level, the sidekick can add its
spellcasting ability modifier to the damage it deals with any can trip.", :level 6,
:name "Potent Cantrips"} {:level 10, :description "At 10th level, choose one school
of magic. Whenever the sidekick casts a spell of that school by expending a spell
slot, the sidekick can add its spellcasting ability modifier to the spell's damage
roll or healing roll, if any.", :name "Empowered Spells"} {:description "Starting
at 14th level, the sidekick has advantage on any Constitution saving throw it makes
to maintain its concentration on a spell.", :name "Focused Casting", :level 14}
{:level 20, :description "At 20th level, choose two spells that the sidekick knows
from this class. Eligible spells are of 1st, 2nd, and 3rd level. The sidekick can
cast each of the chosen spells once at 3rd level without expending a spell slot. \
nAfter the sidekick casts a spell in this way, the sidekick regains the ability to
cast that spell with this feature when it finishes a short or long rest.", :name
"Signature Spells"}]}}, :orcpub.dnd.e5/subclasses {:warrior-sidekick-str-saving-
throw-prof- {:class :warrior-sidekick-str-saving-throw-prof-, :traits [], :level-
modifiers [], :name "Warrior Sidekick (STR Saving Throw Prof)", :option-pack "UA -
Sidekicks", :key :warrior-sidekick-str-saving-throw-prof-}, :spellcaster-sidekick-
warlock-int-saving-throw-prof- {:class :spellcaster-sidekick-warlock-int-saving-
throw-prof-, :traits [], :level-modifiers [], :name "Spellcaster Sidekick (Warlock,
INT Saving Throw Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-
warlock-int-saving-throw-prof-}, :spellcaster-sidekick-wizard-wis-saving-throw-
prof- {:class :spellcaster-sidekick-wizard-wis-saving-throw-prof-, :traits
[], :level-modifiers [], :name "Spellcaster Sidekick (Wizard, WIS Saving Throw
Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-wizard-wis-
saving-throw-prof-}, :spellcaster-sidekick-sorcerer-int-saving-throw-prof-
{:class :spellcaster-sidekick-sorcerer-int-saving-throw-prof-, :traits [], :level-
modifiers [], :name "Spellcaster Sidekick (Sorcerer, INT Saving Throw
Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-sorcerer-int-
saving-throw-prof-}, :spellcaster-sidekick-wizard-cha-saving-throw-prof-
{:class :spellcaster-sidekick-wizard-cha-saving-throw-prof-, :traits [], :level-
modifiers [], :name "Spellcaster Sidekick (Wizard, CHA Saving Throw
Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-wizard-cha-
saving-throw-prof-}, :spellcaster-sidekick-bard-int-saving-throw-prof-
{:class :spellcaster-sidekick-bard-int-saving-throw-prof-, :traits [], :level-
modifiers [], :name "Spellcaster Sidekick (Bard, INT Saving Throw Prof)", :option-
pack "UA - Sidekicks", :key :spellcaster-sidekick-bard-int-saving-throw-
prof-}, :expert-sidekick-dex-saving-throw-prof- {:class :expert-sidekick-dex-
saving-throw-prof-, :traits [], :level-modifiers [], :option-pack "UA - Sidekicks",
:name "Expert Sidekick (DEX Saving Throw Prof)", :key :expert-sidekick-dex-saving-
throw-prof-}, :spellcaster-sidekick-sorcerer-cha-saving-throw-prof-
{:class :spellcaster-sidekick-sorcerer-cha-saving-throw-prof-, :traits [], :level-
modifiers [], :name "Spellcaster Sidekick (Sorcerer, CHA Saving Throw
Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-sorcerer-cha-
saving-throw-prof-}, :expert-sidekick-int-saving-throw-prof- {:class :expert-
sidekick-int-saving-throw-prof-, :traits [], :level-modifiers [], :name "Expert
Sidekick (INT Saving Throw Prof)", :option-pack "UA - Sidekicks", :key :expert-
sidekick-int-saving-throw-prof-}, :spellcaster-sidekick-bard-cha-saving-throw-prof-
{:class :spellcaster-sidekick-bard-cha-saving-throw-prof-, :traits [], :level-
modifiers [{:type :spell}], :option-pack "UA - Sidekicks", :name "Spellcaster
Sidekick (Bard, CHA Saving Throw Prof)", :key :spellcaster-sidekick-bard-cha-
saving-throw-prof-}, :warrior-sidekick-dex-saving-throw-prof- {:class :warrior-
sidekick-dex-saving-throw-prof-, :traits [], :level-modifiers [], :name "Warrior
Sidekick (DEX Saving Throw Prof)", :option-pack "UA - Sidekicks", :key :warrior-
sidekick-dex-saving-throw-prof-}, :spellcaster-sidekick-warlock-wis-saving-throw-
prof- {:class :spellcaster-sidekick-warlock-wis-saving-throw-prof-, :traits
[], :level-modifiers [], :name "Spellcaster Sidekick (Warlock, WIS Saving Throw
Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-warlock-wis-
saving-throw-prof-}, :spellcaster-sidekick-cleric-cha-saving-throw-prof-
{:class :spellcaster-sidekick-cleric-cha-saving-throw-prof-, :traits [], :level-
modifiers [], :name "Spellcaster Sidekick (Cleric, CHA Saving Throw
Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-cleric-cha-
saving-throw-prof-}, :spellcaster-sidekick-cleric-wis-saving-throw-prof-
{:class :spellcaster-sidekick-cleric-wis-saving-throw-prof-, :traits [], :level-
modifiers [], :option-pack "UA - Sidekicks", :name "Spellcaster Sidekick (Cleric,
WIS Saving Throw Prof)", :key :spellcaster-sidekick-cleric-wis-saving-throw-prof-},
:spellcaster-sidekick-wizard-int-saving-throw-prof- {:class :spellcaster-sidekick-
wizard-int-saving-throw-prof-, :traits [], :level-modifiers [], :name "Spellcaster
Sidekick (Wizard, INT Saving Throw Prof)", :option-pack "UA -
Sidekicks", :key :spellcaster-sidekick-wizard-int-saving-throw-
prof-}, :spellcaster-sidekick-druid-cha-saving-throw-prof- {:class :spellcaster-
sidekick-druid-cha-saving-throw-prof-, :traits [], :level-modifiers [], :name
"Spellcaster Sidekick (Druid, CHA Saving Throw Prof)", :option-pack "UA -
Sidekicks", :key :spellcaster-sidekick-druid-cha-saving-throw-prof-}, :spellcaster-
sidekick-warlock-cha-saving-throw-prof- {:class :spellcaster-sidekick-warlock-cha-
saving-throw-prof-, :traits [], :level-modifiers [], :name "Spellcaster Sidekick
(Warlock, CHA Saving Throw Prof)", :option-pack "UA -
Sidekicks", :key :spellcaster-sidekick-warlock-cha-saving-throw-
prof-}, :spellcaster-sidekick-bard-wis-saving-throw-prof- {:class :spellcaster-
sidekick-bard-wis-saving-throw-prof-, :traits [], :level-modifiers [], :option-pack
"UA - Sidekicks", :name "Spellcaster Sidekick (Bard, WIS Saving Throw
Prof)", :key :spellcaster-sidekick-bard-wis-saving-throw-prof-}, :spellcaster-
sidekick-druid-int-saving-throw-prof- {:class :spellcaster-sidekick-druid-int-
saving-throw-prof-, :traits [], :level-modifiers [], :name "Spellcaster Sidekick
(Druid, INT Saving Throw Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-
sidekick-druid-int-saving-throw-prof-}, :warrior-sidekick-con-saving-throw-prof-
{:class :warrior-sidekick-con-saving-throw-prof-, :traits [], :level-modifiers
[], :option-pack "UA - Sidekicks", :name "Warrior Sidekick (CON Saving Throw
Prof))", :key :warrior-sidekick-con-saving-throw-prof-}, :spellcaster-sidekick-
druid-wis-saving-throw-prof- {:class :spellcaster-sidekick-druid-wis-saving-throw-
prof-, :traits [], :level-modifiers [], :name "Spellcaster Sidekick (Druid, WIS
Saving Throw Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-
druid-wis-saving-throw-prof-}, :expert-sidekick-cha-saving-throw-prof-
{:class :expert-sidekick-cha-saving-throw-prof-, :traits [], :level-modifiers
[], :name "Expert Sidekick (CHA Saving Throw Prof)", :option-pack "UA - Sidekicks",
:key :expert-sidekick-cha-saving-throw-prof-}, :spellcaster-sidekick-sorcerer-wis-
saving-throw-prof- {:class :spellcaster-sidekick-sorcerer-wis-saving-throw-
prof-, :traits [], :level-modifiers [], :name "Spellcaster Sidekick (Sorcerer, WIS
Saving Throw Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-
sorcerer-wis-saving-throw-prof-}, :spellcaster-sidekick-cleric-int-saving-throw-
prof- {:class :spellcaster-sidekick-cleric-int-saving-throw-prof-, :traits
[], :level-modifiers [], :name "Spellcaster Sidekick (Cleric, INT Saving Throw
Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-cleric-int-
saving-throw-prof-}}}, "UA - The Faithful" {:orcpub.dnd.e5/classes {:wizard-
theurgy- {nil nil, :key :wizard-theurgy-, :level-modifiers [{:type :weapon-
prof, :value :dagger} {:type :weapon-prof, :value :dart} {:type :weapon-
prof, :value :sling} {:type :weapon-prof, :value :quarterstaff} {:type :weapon-
prof, :value :crossbow-light}], :name "Wizard (Theurgy)", :subclass-level
2, :option-pack "UA - The Faithful", :subclass-title "Divine
Inspiration", :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/int, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :cantrips?
false, :cantrips-known {1 3}, :spell-list-kw :wizard}, :ability-increase-levels [4
8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/int
true, :orcpub.dnd.e5.character/wis true}, :skill-options {:choose 2, :options
{:arcana true, :history true, :insight true, :investigation true, :medicine
true, :religion true}}}, :hit-die 6, :traits [{:description "Once per day when you
finish a short rest, you can choose expended spell slots to recover. The spell
slots can have a combined level that is equal to or less than half your wizard
level (rounded up), and none of the slots can be 6th level or higher.", :name
"Arcane Recovery", :level 2} {:description "At 18th level, you have achieved such
mastery over certain spells that you can cast them at will. Choose a 1st-level
wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast
those spells at their lowest level without expending a spell slot when you have
them prepared. If you want to cast either spell at a higher level, you must expend
a spell slot as normal.\n By spending 8 hours in study, you can exchange one or
both of the spells you chose for different spells of the same levels.", :name
"Spell Mastery", :level 18} {:level 20, :name "Signature Spells", :description
"When you reach 20th level, you gain mastery over two powerful spells and can cast
them with little effort. Choose two 3rd-level wizard spells in your spellbook as
your signature spells. You always have these spells prepared, they don't count
against the number of spells you have prepared, and you can cast each of them once
at 3rd level without expending a spell slot. When you do so, you can't do so again
until you finish a short or long rest.\n If you want to cast either spell at a
higher level, you must expend a spell slot as normal."}]}},
:orcpub.dnd.e5/subclasses {:the-seeker {:class :warlock, :key :the-seeker, :level-
modifiers [{:level 10, :type :damage-resistance, :value :fire} {:level
10, :type :damage-resistance, :value :cold}], :name "The Seeker", :option-pack "UA
- The Faithful", :traits [{:description "Starting at 1st level, you can invoke the
Seeker's power to protect you from harm. As a bonus action, you create a whirling
aurora of brilliant energy that swirls around you. Until the end of your next turn,
you gain resistance to all damage, and if a hostile creature ends its turn within
10 feet of you, it takes radiant damage equal to your warlock level + your Charisma
modifier. Once you use this feature, you can't use it again until you finish a
short or long rest.", :name "Shielding Aurora"} {:description "At 3rd level, a
character dedicated to the Seeker can select this option instead of one of the
warlock's existing Pact Boon options. The Seeker grants you a chain forged from
starlight, decorated with seven gleaming motes of brightness. While the chain is on
your person, you know the augury spell and can cast it as a ritual. The spell
doesn't count against your number of spells known. Additionally, you can invoke the
Seeker's power to gain advantage on an Intelligence check while you carry this
item. Once you use this ability, you cannot use it again until you complete a short
or long rest. If you lose your Star Chain, you can perform a 1- hour ceremony to
receive a replacement from the Seeker. The ceremony can be performed during a short
or long rest, and it destroys the previous chain. The chain disappears in a flash
of light when you die. The exact form of this item might be different depending on
your patron. The Star Chain is inspired by the Greyhawk deity Celestian.", :level
3, :name "Pact Boon: Pact of the Star Chain"} {:description "At 6th level, you gain
the ability to step into an astral refuge. As an action, you disappear from the
world for a brief moment and enter the Astral Plane, taking advantage of its
timeless nature. While in your astral refuge, you can take two actions to cast
spells that target only you. After using those two actions, you return to the space
you occupied and your turn ends.", :level 6, :name "Astral Refuge"} {:description
"At 10th level, you no longer need to breathe, and you gain resistance to fire
damage and cold damage.", :level 10, :name "Far Wanderer"} {:description "Starting
at 14th level, you gain the ability to sequester yourself and your allies on the
Astral Plane. By performing a special ritual over the course of 5 minutes, you
shift yourself and up to ten willing creatures you can see to the Astral Plane. You
and those creatures gain the benefits of a short rest while sequestered on the
Astral Plane. You then return to the spaces you all occupied when you used this
ability, with no time having passed in the world. During this short rest, you and
the creatures you sequester can make use of any options available during a rest
that affect only you and the creatures you sequester. Once you use this ability,
you cannot use it again until you complete a long rest.", :level 14, :name "Astral
Sequestration"}], :warlock-spells {1 {0 :feather-fall, 1 :jump}, 2 {0 :levitate,
1 :locate-object}, 3 {0 :clairvoyance, 1 :sending}, 4 {0 :arcane-eye, 1 :locate-
creature}, 5 {0 :legend-lore, 1 :passwall}}}, :arcana {:class :wizard-
theurgy-, :traits [{:description "At 2nd level, you gain the ability to channel
arcane energy directly from your deity, using that energy to fuel magical effects.
You start with two such effects: Divine Arcana and Arcane Abjuration.\n When you
use your Channel Arcana, you choose which effect to create. You must then finish a
short or long rest to use your Channel Arcana again. Some Channel Arcana effects
require saving throws. When you use such an effect, the save DC equals your wizard
spell save DC. \n Beginning at 6th level, you can use your Channel Arcana twice
between rests, and beginning at 18th level, you can use it three times between
rests. When you finish a short or long rest, you regain your expended uses.", :name
"Channel Arcana", :level 2} {:name "Channel Arcana: Arcane
Abjuration", :description "Starting at 2nd level, as an action, you present your
holy symbol, and one celestial, elemental, fey, or fiend of your choice that is
within 30 feet of you must make a Wisdom saving throw, provided that the creature
can see or hear you. If the creature fails its saving throw, it is turned for 1
minute or until it takes any damage.\n A turned creature must spend its turns
trying to move as far away from you as it can, and it can't willingly end its move
in a space within 30 feet of you. It also can't take reactions. For its action, it
can use the Dash action or try to escape from an effect that prevents it from
moving. If there's nowhere to move, then the creature can use the Dodge action.\n
After you reach 5th level, when a creature fails its saving throw against your
Arcane Abjuration feature, the creature is banished for 1 minute (as in the
Banishment spell, no concentration required) if it isn't on its plane of origin and
if its challenge rating is at or below a certain threshold.", :level 2} {:name
"Channel Arcana: Divine Arcana", :level 2, :description "As a bonus action, you
speak a prayer to control the flow of magic around you. The next spell you cast
gains a +2 bonus to its attack roll or saving throw DC, as appropriate."} {:level
10, :name "Spell Breaker", :description "Starting at 10th level, when you restore
hit points to an ally with a spell of 1st level or higher, you can also end one
spell of your choice on that creature. The level of the spell you end must be equal
to or lower than the level of the spell slot you use to cast the healing spell."}],
:wizard-spells {1 {0 :detect-magic, 1 :magic-missile}, 2 {0 :magic-weapon,
1 :nystuls-magic-aura}, 3 {0 :dispel-magic, 1 :magic-circle}, 4 {0 :arcane-eye,
1 :leomunds-secret-chest}, 5 {0 :planar-binding, 1 :teleportation-circle}}, :level-
modifiers [{:type :skill-prof, :value :arcana, :level 6}], :option-pack "UA - The
Faithful", :name "Arcana", :level-selections [], :key :arcana}, :knowledge
{:class :wizard-theurgy-, :traits [{:description "At 2nd level, you gain the
ability to channel arcane energy directly from your deity, using that energy to
fuel magical effects. You start with two such effects: Divine Arcana and Knowledge
of the Ages.\n When you use your Channel Arcana, you choose which effect to
create. You must then finish a short or long rest to use your Channel Arcana again.
Some Channel Arcana effects require saving throws. When you use such an effect, the
save DC equals your wizard spell save DC. \n Beginning at 6th level, you can use
your Channel Arcana twice between rests, and beginning at 18th level, you can use
it three times between rests. When you finish a short or long rest, you regain your
expended uses.", :name "Channel Arcana", :level 2} {:name "Channel Arcana:
Knowledge of the Ages", :description "Starting at 2nd level, as an action, you
choose one skill or tool. For 10 minutes, you have proficiency with the chosen
skill or tool.", :level 2} {:name "Channel Arcana: Divine Arcana", :level
2, :description "As a bonus action, you speak a prayer to control the flow of magic
around you. The next spell you cast gains a +2 bonus to its attack roll or saving
throw DC, as appropriate."} {:level 10, :name "Channel Arcana: Read
Thoughts", :description "At 10th level, as an action, choose one creature that you
can see within 60 feet of you. That creature must make a Wisdom saving throw. If
the creature succeeds on the saving throw, you can't use this feature on it again
until you finish a long rest.\n If the creature fails its save, you can read its
surface thoughts (those foremost in its mind, reflecting its current emotions and
what it is actively thinking about) when it is within 60 feet of you. This effect
lasts for 1 minute.\n During that time, you can use your action to end this
effect and cast the suggestion spell on the creature without expending a spell
slot. The target automatically fails its saving throw against the spell."} {:level
14, :name "Visions of the Past", :description "Starting at 14th level, you can
spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy
glimpses
of recent events. You can meditate in this way for a number of minutes equal to
your Wisdom score and must maintain concentration during that time, as if you were
casting a spell.\n Once you use this feature, you can't use it again until you
finish a short or long rest."} {:name "Visions of the Past: Object Reading", :level
14, :description "Holding an object as you meditate, you can see visions of the
object's previous owner. After meditating for 1 minute, you learn how the owner
acquired and lost the object, as well as the most recent significant event
involving the object and that owner. If the object was owned by another creature in
the recent past (within a number of days equal to your Wisdom score), you can spend
1 additional minute for each owner to learn the same information about that
creature."} {:name "Visions of the Past: Area Reading", :level 14, :description "As
you meditate, you see visions of recent events in your immediate vicinity (a room,
street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number
of days equal to your Intelligence score. For each minute you meditate, you learn
about one significant event, beginning with the most recent. Significant events
typically involve powerful emotions, such as battles and betrayals, marriages and
murders, births and funerals. However, they might also include more mundane events
that are nevertheless important in your current situation."}], :wizard-spells {1 {0
:command, 1 :identify}, 2 {0 :augury, 1 :suggestion}, 3 {0 :nondetection, 1 :speak-
with-dead}, 4 {0 :arcane-eye, 1 :confusion}, 5 {0 :legend-lore,
1 :scrying}}, :level-modifiers [], :option-pack "UA - The Faithful", :name
"Knowledge", :level-selections [{:type :knowledge-domain-skill-expertise, :num
2, :level 6}], :key :knowledge}, :light {:class :wizard-theurgy-, :traits
[{:description "At 2nd level, you gain the ability to channel arcane energy
directly from your deity, using that energy to fuel magical effects. You start with
two such effects: Divine Arcana and Radiance of the Dawn.\n When you use your
Channel Arcana, you choose which effect to create. You must then finish a short or
long rest to use your Channel Arcana again. Some Channel Arcana effects require
saving throws. When you use such an effect, the save DC equals your wizard spell
save DC. \n Beginning at 6th level, you can use your Channel Arcana twice between
rests, and beginning at 18th level, you can use it three times between rests. When
you finish a short or long rest, you regain your expended uses.", :name "Channel
Arcana", :level 2} {:name "Channel Arcana: Radiance of the Dawn", :description
"Starting at 2nd level, as an action, you present your holy symbol, and any magical
darkness within 30 feet of you is dispelled. Additionally, each hostile creature
within 30 feet of you must make a Constitution saving throw. A creature takes
radiant damage equal to 2d10 + your wizard level on a failed saving throw, and half
as much damage on a successful one. A creature that has total cover from you is not
affected.", :level 2} {:name "Channel Arcana: Divine Arcana", :level
2, :description "As a bonus action, you speak a prayer to control the flow of magic
around you. The next spell you cast gains a +2 bonus to its attack roll or saving
throw DC, as appropriate."} {:level 10, :name "Improved Flare", :description
"Starting at 10th level, you can also use your Warding Flare feature when a
creature that you can see within 30 feet of you attacks a creature other than
you."} {:level 14, :name "Corona of Light", :description "Starting at 14th level,
you can use your action to activate an aura of sunlight that lasts for 1 minute or
until you dismiss it using another action. You emit bright light in a 60-foot
radius and dim light 30 feet beyond that. Your enemies in the bright light have
disadvantage on saving throws against any spell that deals fire or radiant
damage."} {:level 6, :description "At 6th level, when you are attacked by a
creature within 30 feet of you that you can see, you can use your reaction to
impose disadvantage on the attack roll, causing light to flare before the attacker
before it hits or misses. An attacker that can't be blinded is immune to this
feature.\n You can use this feature a number of times equal to your Intelligence
modifier (a minimum of once). You regain all expended uses when you finish a long
rest.", :name "Warding Flare"}], :wizard-spells {1 {0 :burning-hands, 1 :faerie-
fire}, 2 {0 :flaming-sphere, 1 :scorching-ray}, 3 {0 :daylight, 1 :fireball}, 4
{0 :guardian-of-faith, 1 :wall-of-fire}, 5 {0 :flame-strike, 1 :scrying}}, :level-
modifiers [{:type :spell, :level 6, :value {:ability
:orcpub.dnd.e5.character/int, :key :light}}], :option-pack "UA - The
Faithful", :name "Light", :level-selections [], :key :light}},
:orcpub.dnd.e5/selections {:knowledge-domain-skill-expertise {:options [{:name
"Arcana"} {:name "History", :description ""} {:name "Nature"} {:name
"Religion"}], :name "Knowledge Domain Skill Expertise", :option-pack "UA - The
Faithful", :key :knowledge-domain-skill-expertise}}}, "UA - The Mystic"
{:orcpub.dnd.e5/classes {:mystic {nil nil, :key :mystic, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Mystic", :option-pack "UA - The Mystic", :subclass-title "Mystic Order", :level-
selections [{:type :disciplines} {:type :psionic-talents} {:level 3, :num
1, :type :disciplines} {:level 3, :num 1, :type :psionic-talents} {:level 10, :num
1, :type :psionic-talents} {:level 17, :type :psionic-talents} {:level
5, :type :disciplines} {:level 7, :type :disciplines} {:level
9, :type :disciplines} {:level 12, :type :disciplines} {:level
15, :type :disciplines} {:level 18, :type :disciplines}], :spellcasting
nil, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/int true, :orcpub.dnd.e5.character/wis true}, :skill-
options {:choose 2, :options {:arcana true, :history true, :insight true, :medicine
true, :nature true, :perception true, :religion true}}}, :hit-die 8, :traits
[{:description "Level\tTalents Known\tDisciplines Known\tPsi Points\tPsi Limit\
n1st\t1\t\t1\t\t\t4\t\t2\n2nd\t1\t\t1\t\t\t6\t\t2\n3rd\t2\t\t2\t\t\t14\t\t3\n4th\
t2\t\t2\t\t\t17\t\t3\n5th\t2\t\t3\t\t\t27\t\t5\n6th\t2\t\t3\t\t\t32\t\t5\n7th\t2\t\
t4\t\t\t38\t\t6\n8th\t2\t\t4\t\t\t44\t\t6\n9th\t2\t\t5\t\t\t57\t\t7\n10th\t3\t\t5\
t\t\t64\t\t7\n11th\t3\t\t5\t\t\t64\t\t7\n12th\t3\t\t6\t\t\t64\t\t7\n13th\t3\t\t6\t\
t\t64\t\t7\n14th\t3\t\t6\t\t\t64\t\t7\n15th\t3\t\t7\t\t\t64\t\t7\n16th\t3\t\t7\t\t\
t64\t\t7\n17th\t4\t\t7\t\t\t64\t\t7\n18th\t4\t\t8\t\t\t71\t\t7\n19th\t4\t\t8\t\t\
t71\t\t7\n20th\t4\t\t8\t\t\t71\t\t7", :name "Psionics"} {:description "Discipline
save DC = 8 + your proficiency bonus + your Intelligence modifier \nDiscipline
attack modifier = your proficiency bonus + your Intelligence modifier", :name
"Psionic Ability"} {:description "Immediately after you spend psi points on a
psionic discipline, you can take a bonus action to regain hit points equal to the
number of psi points you spent.", :level 2, :name "Mystical Recovery"}
{:description "You can telepathically speak to any creature you can see within 120
feet of you in this manner. You don't need to share a language with the creature
for it to understand your telepathic messages, but the creature must be able to
understand at least one language or be telepathic itself.", :level 2, :name
"Telepathy"} {:description "You can replace your proficiency in Wisdom saving
throws whenever you finish a short or long rest. To do so, choose Strength,
Dexterity, Constitution, or Charisma. You gain proficiency in saves using that
ability, instead of Wisdom. This change lasts until you finish your next short or
long rest.", :level 4, :name "Strength of Mind"} {:description "Once on each of
your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic
damage to that target. When you reach 14th level, this extra damage increases to
2d8. In addition, you add your Intelligence modifier to any damage roll you make
for a psionic talent.", :level 8, :name "Potent Psionics"} {:description "When
activating a psionic discipline, you can pay its psi point cost with your hit
points, instead of using any psi points. Your current hit points and hit point
maximum are both reduced by the number of hit points you spend. This reduction
can't be lessened in any way, and the reduction to your hit point maximum lasts
until you finish a long rest. Once you use this feature, you can't use it again
until you finish a long rest.", :level 10, :name "Consumptive Power"} {:description
"As an action, you gain 9 special psi points that you can spend only on disciplines
that require an action or a bonus action to use. You can use all 9 points on one
discipline, or you can spread them across multiple disciplines. You can't also
spend your normal psi points on these disciplines; you can spend only the special
points gained from this feature. When you finish a long rest, you lose any of these
special points that you haven't spent. If more than one of the disciplines you
activate with these points require concentration, you can concentrate on all of
them. Activating one of them ends any effect you were already concentrating on, and
if you begin concentrating on an effect that doesn't use these special points, the
disciplines end that you're concentrating on. At 15th level, the pool of psi points
you gain from this feature increases to 11. You have one use of this feature, and
you regain any expended use of it with a long rest. You gain one additional use of
this feature at 13th, 15th, and 17th level.", :level 11, :name "Psionic Mastery"}
{:description " • You gain resistance to bludgeoning, piercing, and slashing
damage.\n • You no longer age. • You are immune to disease, poison damage, and
the poisoned condition.\n
• If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points,
instead of dying, and you fall unconscious. You and your gear disappear. You appear
at a spot of your choice 1d3 days later on the plane of existence where you died,
having gained the benefits of one long rest.", :level 20, :name "Psionic
Master"}]}}, :orcpub.dnd.e5/selections {:disciplines {:key :disciplines, :name
"Disciplines", :option-pack "UA - The Mystic", :options [{:description "You can
alter your body to match your surroundings, allowing you to withstand punishing
environments. With greater psi energy, you can extend this protection to others. \n
Psychic Focus. While focused on this discipline, you don't need to eat, breathe, or
sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light
activity, rather than sleeping during any of it. \n Environmental Adaptation (2
psi). As an action, you or a creature you touch ignores the effects of extreme heat
or cold (but not cold or fire damage) for the next hour. \n Adaptive Shield (3
psi). When you take acid, cold, fire, lightning, or thunder damage, you can use
your reaction to gain resistance to damage of that type—including the triggering
damage— until the end of your next turn. \n Energy Adaptation (5 psi; conc., 1
hr.). As an action, you can touch one creature and give it resistance to acid,
cold, fire, lightning, or thunder damage (your choice), which lasts until your
concentration ends. \n Energy Immunity (7 psi; conc., 1 hr.). As an action, you
can touch one creature and give it immunity to acid, cold, fire, lightning, or
thunder damage (your choice), which lasts until your concentration ends.", :name
"Adaptive Body (Immortal Discipline)"} {:description "You refocus your sight to see
the energy that surrounds all creatures. You perceive auras, energy signatures that
can reveal key elements of a creature's nature. \nPsychic Focus. While focused on
this discipline, you have advantage on Wisdom (Insight) checks. \n Assess Foe (2
psi). As a bonus action, you analyze the aura of one creature you see. You learn
its current hit point total and all its immunities, resistances, and
vulnerabilities. \n Read Moods (2 psi). As a bonus action, you learn a one-word
summary of the emotional state of up to six creatures you can see, such as happy,
confused, afraid, or violent. \n View Aura (3 psi; conc., 1 hr.). As an action,
you study one creature's aura. Until your concentration ends, while you can see the
target, you learn if it's under the effect of any magical or psionic effects, its
current hit point total, and its basic emotional state. While this effect lasts,
you have advantage on Wisdom (Insight) and Charisma checks you make against it. \n
Perceive the Unseen (5 psi; conc., 1 min.). As a bonus action, you gain the ability
to see auras even of invisible or hidden creatures. Until your concentration ends,
you can see all creatures, including hidden and invisible ones, regardless of
lighting conditions.", :name "Aura Sight (Awakened Discipline)"} {:description "You
transform your body, gaining traits of different beasts. \nPsychic Focus. While
focused on this discipline, you have advantage on Wisdom (Animal Handling)
checks. \nBestial Claws (1–7 psi). You manifest long claws for an instant and make
a melee weapon attack against one creature within 5 feet of you. On a hit, this
attack deals 1d10 slashing damage per psi point spent. Bestial Transformation. As a
bonus action, you alter your physical form to gain different characteristics. When
you use this ability, you can choose one or more of the following effects. Each
effect has its own psi point cost. Add them together to determine the total cost.
This transformation lasts for 1 hour, until you die, or until you end it as a bonus
action. \nAmphibious (2 psi). You gain gills; you can breathe air and water. \
nClimbing (2 psi). You grow tiny hooked claws that give you gain a climbing speed
equal to your walking speed. \nFlight (5 psi). Wings sprout from your back. You
gain a flying speed equal to your walking speed. \nKeen Senses (2 psi). Your eyes
and ears become more sensitive. You gain advantage on Wisdom (Perception) checks. \
nPerfect Senses (3 psi). You gain a keen sense of smell and an instinct to detect
prey. You can see invisible creatures and objects within 10 feet of you, even if
you are blinded. \nSwimming (2 psi). You gain fins and webbing between your fingers
and toes; you gain a swimming speed equal to your walking speed. \nTough Hide (2
psi). Your skin becomes as tough as leather; you gain a +2 bonus to AC.", :name
"Bestial Form (Immortal Discipline)"} {:description "You augment your natural
strength with psionic energy, granting you the ability to achieve incredible feats
of might. \nPsychic Focus. While focused on this discipline, you have advantage on
Strength (Athletics) checks. \nBrute Strike (1–7 psi). As a bonus action, you gain
a bonus to your next damage roll against a target you hit with a melee attack
during the current turn. The bonus equals +1d6 per psi point spent, and the bonus
damage is the same type as the attack. If the attack has more than one damage type,
you choose which one to use for the bonus damage. \nKnock Back (1–7 psi). When you
hit a target with a melee attack, you can activate this ability as a reaction. The
target must succeed on a Strength saving throw or be knocked 10 feet away from you
per psi point spent. The target moves in a straight line. If it hits an object,
this movement immediately ends and the target takes 1d6 bludgeoning damage per psi
point spent. \nMighty Leap (1–7 psi). As part of your movement, you jump in any
direction up to 20 feet per psi point spent. \nFeat of Strength (2 psi). As a bonus
action, you gain a +5 bonus to Strength checks until the end of your next
turn.", :name "Brute Force (Immortal Discipline)"} {:description "You channel
psionic power into your body, honing your reflexes and agility to an incredible
degree. The world seems to slow down while you continue to move as normal. \
nPsychic Focus. While focused on this discipline, your walking speed increases by
10 feet. \nRapid Step (1–7 psi). As a bonus action, you increase your walking speed
by 10 feet per psi point spent until the end of the current turn. If you have a
climbing or swimming speed, this increase applies to that speed as well. \nAgile
Defense (2 psi). As a bonus action, you take the Dodge action. \nBlur of Motion (2
psi). As an action, you cause yourself to be invisible during any of your movement
during the current turn. \nSurge of Speed (2 psi). As a bonus action, you gain two
benefits until the end of the current turn: you don't provoke opportunity attacks,
and you have a climbing speed equal to your walking speed. \nSurge of Action (5
psi). As a bonus action, you can Dash or make one weapon attack.", :name "Celerity
(Immortal Discipline)"} {:description "Your control over your body allows you to
deliver acid or poison attacks. \nPsychic Focus. While focused on this discipline,
you have resistance to acid and poison damage. \nCorrosive Touch (1–7 psi). As an
action, you deliver a touch of acid to one creature within your reach. The target
must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on
a failed save, or half as much damage on a successful one. \nVenom Strike (1–7
psi). As an action, you create a poison spray that targets one creature you can see
within 30 feet of you. The target must make a Constitution saving throw. On a
failed save, it takes 1d6 poison damage per psi point spent and is poisoned until
the end of your next turn. On a successful save, the target takes half as much
damage and isn't poisoned. \nAcid Spray (2 psi). As a reaction when you take
piercing or slashing damage, you cause acid to spray from your wound; each creature
within 5 feet of you takes 2d6 acid damage. \nBreath of the Black Dragon (5 psi).
You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in
the line must make a Constitution saving throw, taking 6d6 acid damage on a failed
save, or half as much on a successful one. You can increase the damage by 1d6 per
additional psi point spent on it. \nBreath of the Green Dragon (7 psi). You exhale
a cloud of poison in a 90-foot cone. Each creature in the line must make a
Constitution saving throw, taking 10d6 poison damage on a failed save, or half as
much damage on a successful one.", :name "Corrosive Metabolism (Immortal
Discipline)"} {:description "You have learned to harvest seeds of despair in a
creature's psyche, wracking it with self-doubt and inaction. \nPsychic Focus. While
focused on this discipline, you have advantage on Charisma (Intimidation) checks. \
nCrowned in Sorrow (1–7 psi). As an action, one creature you can see within 60 feet
of you must make a Charisma saving throw. On a failed save, it takes 1d8 psychic
damage per psi point spent, and it can't take reactions until the start of its next
turn. On a successful save, it takes half as much damage. \nCall to Inaction (2
psi; conc., 10 min.). If you spend 1 minute conversing with a creature, you can
attempt to seed it with overwhelming ennui. At the end of the minute, you can use
an action to force the creature to make a Wisdom saving throw. The save
automatically succeeds if the target is immune to being charmed. On a failed save,
it sits and is incapacitated until your concentration ends. This effect immediately
ends if the target or any ally it can see is attacked or takes damage. On a
successful save, the creature is unaffected and has no inkling of your attempt to
bend its will. \nVisions of Despair (3 psi). As an action, you force one creature
you can see within 60 feet of you to make a Charisma saving throw. On a failed
save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the
end of its next turn. On a successful save, it takes half as much damage. You can
increase the damage by 1d6 per additional psi point spent on it. \nDolorous Mind (5
psi; conc., 1 min.). As an action, you choose one creature you can see within 60
feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and
has a speed of 0 until your concentration ends. It can repeat this saving throw at
the end of each of its turns, ending the effect on itself on a success.", :name
"Crown of Despair (Avatar Discipline)"} {:description "You cause a creature to be
flooded with emotions of disgust. \nPsychic Focus. While you are focused on this
discipline, the area in a 5-foot radius around you is difficult terrain for any
enemy that isn't immune to being frightened. \nEye of Horror (1–7 psi). As an
action, choose one creature you can see within 60 feet of you. The target must make
a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi
point spent and can't move closer to you until the end of its next turn. On a
successful save, it takes half as much damage. \nWall of Repulsion (3 psi; conc.,
10 min.). As an action, you create an invisible, insubstantial wall of energy
within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick.
The wall lasts until your concentration ends. Any creature attempting to move
through it must make a Wisdom saving throw. On a failed save, a creature can't move
through the wall until the start of its next turn. On a successful save, the
creature can pass through it. A creature must make this save whenever it attempts
to pass through the wall, whether willingly or unwillingly. \nVisions of Disgust (5
psi; conc., 1 min.). You cause a creature to regard all other beings as horrid,
alien entities. As an action, choose one creature you can see within 60 feet of
you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6
psychic damage, and until your concentration ends, it takes 1d6 psychic damage per
creature within 5 feet of it at the end of each of its turns. On a successful save,
the target takes only half the initial damage and suffers none of the other
effects. \nWorld of Horror (7 psi; conc., 1 min.). As an action, choose up to six
creatures within 60 feet of you. Each target must make a Charisma saving throw. On
a failed save, a target takes 8d6 psychic damage, and it is frightened until your
concentration ends. On a successful save, a target takes half as much damage. While
frightened by this effect, a target's speed is reduced to 0, and the target can use
its action, and any bonus action it might have, only to make melee attacks. The
frightened target can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.", :name "Crown of Disgust (Avatar
Discipline)"} {:description "You place a mote of pure fury within a creature's
mind, causing its bloodlust to overcome its senses and for it to act as you wish it
to. \nPsychic Focus. While you are focused on this discipline, any enemy within 5
feet of you that makes a melee attack roll against creatures other than you does so
with disadvantage. \nPrimal Fury (1–7 psi). As an action, choose one creature you
can see within 60 feet of you. The target must succeed on a Charisma saving throw
or take 1d6 psychic damage per psi point spent on this ability and immediately use
its reaction to move its speed in a straight line toward its nearest enemy. The
save automatically succeeds if the target is immune to being charmed. \nFighting
Words (2 psi; conc., 10 min.). If you spend 1 minute conversing with a creature,
you can attempt to leave a simmering violence in its mind. At the end of the
minute, you can use an action to force the creature to make a Wisdom saving throw
to resist feeling violent urges against one creature you describe to it or name.
The save automatically succeeds if the target is immune to being charmed. On a
failed save, the target attacks the chosen creature if it sees that creature before
your concentration ends, using weapons or spells against a creature it was already
hostile toward or unarmed strikes against an ally or a creature it was neutral
toward. Once the fight starts, it continues to attack for 5 rounds before this
effect ends. This effect immediately ends if the target or any ally it can see is
attacked or takes damage from any creature other than the one it has been incited
against. On a successful save, the creature is unaffected and has no inkling of
your attempt to bend its will. \nMindless Courage (2 psi). You cause a creature's
bloodlust to overcome its sense of preservation. As a bonus action, choose one
creature you can see within 60 feet of you. The target must succeed on a Wisdom
saving throw or, until the end of your next turn, it can't willingly move unless
its movement brings it closer to its nearest enemy that it can see. The save
automatically succeeds if the target is immune to being charmed. \nPunishing Fury
(5 psi; conc., 1 min.). You cause a creature's rage to grow so hot that it attacks
without heeding its own safety. As a bonus action, choose one creature you can see
within 60 feet of you. The target must succeed on a Wisdom saving throw or, until
your concentration ends, any creature within 5 feet of it can use a reaction to
make a melee attack against it whenever the target makes a melee attack. The save
automatically succeeds if the target is immune to being charmed.", :name "Crown of
Rage (Avatar Discipline)"} {:description "You manipulate the matter that composes
your body, drastically reducing your size without surrendering any of your might. \
nPsychic Focus. While focused on this discipline, you have advantage on Dexterity
(Stealth) checks. \nMiniature Form (2 psi; conc., 10 min.). As a bonus action, you
become Tiny until your concentration ends. While this size, you gain a +5 bonus to
Dexterity (Stealth) checks and can move through gaps up to 6 inches across without
squeezing. \nToppling Shift (2 psi). As a bonus action, you shift to an incredibly
small size and then suddenly return to normal, sending an opponent flying backward.
Choose one creature you can see within 5 feet of you. It must succeed on a Strength
saving throw or be knocked prone. \nSudden Shift (5 psi). As a reaction when you
are hit by an attack, you shift down to minute size to avoid the attack. The attack
misses, and you move up to 5 feet without provoking opportunity attacks before
returning to normal size. \nMicroscopic Form (7 psi; conc., 10 min.). As a bonus
action, you become smaller than Tiny until your concentration ends. While this
size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you
can move through gaps up to 1 inch across without squeezing, and you can't make
weapon attacks.", :name "Diminution (Immortal Discipline)"} {:description "You
infuse yourself with psionic energy to grow to tremendous size, bolstering your
strength and durability. \nPsychic Focus. While focused on this discipline, your
reach increases by 5 feet. \nOgre Form (2 psi; conc., 1 min.). As a bonus action,
you gain 10 temporary hit points. In addition, until your concentration ends, your
melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach
increases by 5 feet. If you're smaller than Large, you also become Large for the
duration. \nGiant Form (7 psi; conc., 1 min.). As a bonus action, you gain 30
temporary hit points. In addition, until your concentration ends, your melee weapon
attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by
10 feet. If you're smaller than Huge, you also become Huge for the
duration.", :name "Giant Growth (Immortal Discipline)"} {:description "You forge an
indomitable wall of psionic energy around your mind—one that allows you to launch
counterattacks against your opponents. \nPsychic Focus. While focused on this
discipline, you gain resistance to psychic damage. \nPsychic Backlash (2 psi). As a
reaction, you can impose disadvantage on an attack roll against you if you can see
the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.
\nPsychic Parry (1–7 psi). As a reaction when you make an Intelligence, a Wisdom,
or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi
point you spend on this ability. You can use this ability after rolling the die but
before suffering the results. \nPsychic Redoubt (5 psi; conc., 10 min.). As an
action, you create a field of protective psychic energy. Choose any number of
creatures within 30 feet of you. Until your concentration ends, each target has
resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma
saving throws", :name "Intellect Fortress (Awakened Discipline)"} {:description
"You transform your body to become a living metal, allowing you to shrug off
attacks that would cripple weaker creatures. \nPsychic Focus. While focused on this
discipline, you gain a +1 bonus to AC. \nIron Hide (1–7 psi). As a reaction when
you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on
this ability. The bonus lasts until the end of your next turn. This bonus applies
against the triggering attack. \nSteel Hide (2 psi). As a bonus action, you gain
resistance to bludgeoning, piercing, and slashing damage until the end of your next
turn. \nIron Resistance (7 psi; conc., 1 hr.). As an action, you gain resistance to
bludgeoning, piercing, or slashing damage (your choice), which lasts until your
concentration ends.", :name "Iron Durability (Immortal Discipline)"} {:description
"You learn to use psionic energy to manipulate others with a subtle combination of
psi and your own, natural charm. \nPsychic Focus. While focused on this discipline,
you gain a bonus to Charisma checks. The bonus equals half your
Intelligence modifier (minimum of +1). \nCharming Presence (1–7 psi). As an
action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on
this ability; the total is how many hit points worth of creatures this option can
affect. Creatures within 30 feet of you are affected in ascending order of their
hit point maximums, ignoring incapacitated creatures, creatures immune to being
charmed, and creatures engaged in combat. Starting with the creature that has the
lowest hit point maximum, each creature affected by this option is charmed by you
for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature's
hit point maximum from the total before moving on to the next creature. A
creature's hit point maximum must be equal to or less than the remaining total for
that creature to be affected. \nCenter of Attention (2 psi; conc., 1 min.). As an
action, you exert an aura of power that grabs a creature's attention. Choose one
creature you can see within 60 feet of you. It must make a Charisma saving throw.
On a failed save, the creature is so thoroughly distracted by you that all other
creatures are invisible to it until your concentration ends. This effect ends if
the creature can no longer see or hear you or if it takes damage. \nInvoke Awe (7
psi; conc., 10 min.). As an action, you exert an aura that inspires awe in others.
Choose up to 5 creatures you can see within 60 feet of you. Each target must
succeed on an Intelligence saving throw or be charmed by you until your
concentration ends. While charmed, the target obeys all your verbal commands to the
best of its ability and without doing anything obviously self-destructive. The
charmed target will attack only creatures that it has seen attack you since it was
charmed or that it was already hostile toward. At the end of each of its turns, it
can repeat the saving throw, ending the effect on itself on a success.", :name
"Mantle of Awe (Awakened Discipline)"} {:description "You exert an aura of trust
and authority, enhancing the coordination among your allies. \nPsychic Focus. While
focused on this discipline, when you end your turn and didn't move during it, you
can use your reaction to allow one ally you can see within 30 feet of you to move
up to half their speed, following a path of your choice. To move in this way, the
ally mustn't be incapacitated. \nCoordinated Movement (2 psi). As a bonus action,
choose up to five allies you can see within 60 feet of you. Each of those allies
can use their reaction to move up to half their speed, following a path of your
choice. \nCommander's Sight (2 psi; conc., 1 rnd.). As an action, choose one
creature you can see within 60 feet of you. Until the start of your next turn, your
allies have advantage on attack rolls against that target. \nCommand to Strike (3
psi). As an action, choose one ally you can see within 60 feet of you. That ally
can use their reaction to immediately take the Attack action. You choose the
targets. \nStrategic Mind (5 psi; conc., 1 min.). As an action, you exert an aura
of trust and command that unites your allies into a cohesive unit. Until your
concentration ends, any ally within 60 feet of you on their turn can, as a bonus
action, take the Dash or Disengage action or roll a d4 and add the number rolled to
each attack roll they make that turn. \nOverwhelming Attack (7 psi). As an action,
choose up to five allies you can see within 60 feet of you. Each of those allies
can use their reaction to take the Attack action. You choose the targets of the
attacks.", :name "Mantle of Command (Avatar Discipline)"} {:description "You focus
your mind on courage, radiating confidence and bravado to your allies. \nPsychic
Focus. While focused on this discipline, you and allies within 10 feet of you who
can see you have advantage on saving throws against being frightened. \nIncite
Courage (2 psi). As a bonus action, choose up to six creatures you can see within
60 feet of you. If any of those creatures is frightened, that condition ends on
that creature. \nAura of Victory (1–7 psi; conc., 10 min.). As a bonus action, you
project psionic energy until your concentration ends. The energy fortifies you and
your allies when your enemies are felled; whenever an enemy you can see is reduced
to 0 hit points, you and each of your allies within 30 feet of you gain temporary
hit points equal to double the psi points spent to activate this effect. \nPillar
of Confidence (6 psi; conc., 1 rnd.). As an action, you and up to five creatures
you can see within 60 feet of you each gain one extra action to use on your
individual turns. The action goes away if not used before the end of your next
turn. the action can be used only to make one weapon attack or to take the Dash or
Disengage action.", :name "Mantle of Courage (Avatar Discipline)"} {:description
"You tap into a well of primal fear and turn yourself into a beacon of terror to
your enemies. \nPsychic Focus. While focused on this discipline, you have advantage
on Charisma (Intimidation) checks. \nIncite Fear (2 psi; conc., 1 min.). As an
action, choose one creature you can see within 60 feet of you. The target must
succeed on a Wisdom saving throw or become frightened of you until your
concentration ends. Whenever the frightened target ends its turn in a location
where it can't see you, it can repeat the saving throw, ending the effect on itself
on a success. \nUnsettling Aura (3 psi; conc., 1 hr.). As a bonus action, you cloak
yourself in unsettling psychic energy. Until your concentration ends, any enemy
within 60 feet of you that can see you must spend 1 extra foot of movement for
every foot it moves toward you. A creature ignores this effect if immune to being
frightened. \nIncite Panic (5 psi; conc., 1 min.). As an action, choose up to eight
creatures you can see within 90 feet of you that can see you. At the start of each
of a target's turns before your concentration ends, the target must make a Wisdom
saving throw. On a failed save, the target is frightened until the start of its
next turn, and you roll a die. If you roll an odd number, the frightened target
moves half its speed in a random direction and takes no action on that turn, other
than to scream in terror. If you roll an even number, the frightened target makes
one melee attack against a random target within its reach. If there is no such
target, it moves half its speed in a random direction and takes no action on that
turn. This effect ends on a target if it succeeds on three saving throws against
it.", :name "Mantle of Fear (Avatar Discipline)"} {:description "You allow the
primal fury lurking deep within your mind to burst forth, catching you and your
allies in an implacable bloodthirst. \nPsychic Focus. While focused on this
discipline in combat, you and any ally who starts their turn within 10 feet of you
gains a 5-foot increase to their walking speed during that turn. \nIncite Fury (2
psi; conc., 1 min.). As a bonus action, choose up to three allies you can see
within 60 feet of you (you can choose yourself in place of one of the allies).
Until your concentration ends, each target can roll a d4 when rolling damage for a
melee weapon attack and add the number rolled to the damage roll. \nMindless Charge
(2 psi). As a bonus action, choose up to three creatures you can see within 60 feet
of you. Each target can immediately use its reaction to move up to its speed in a
straight line toward its nearest enemy. \nAura of Bloodletting (3 psi; conc., 1
min.). As a bonus action, you unleash an aura of rage. Until your concentration
ends, you and any creature within 60 feet of you has advantage on melee attack
rolls. \nOverwhelming Fury (5 psi; conc., 1 min.). As an action, you flood rage
into one creature you can see within 60 feet of you. The target must succeed on a
Charisma saving throw, or it can use its actions only to make melee attacks until
your concentration ends. It can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.", :name "Mantle of Fury (Avatar
Discipline)"} {:description "You tap into the joy within you, radiating it outward
in soothing, psychic energy that brings hope and comfort to creatures around you. \
nPsychic Focus. While focused on this discipline, you have advantage on Charisma
(Persuasion) checks. \nSoothing Presence (1–7 psi). As a bonus action, choose up to
three creatures you can see within 60 feet of you. Each target gains 3 temporary
hit points per psi point spent on this effect. \nComforting Aura (2 psi; conc., 1
min.). As a bonus action, choose up to three allies you can see (you can choose
yourself in place of one of the allies). Until your concentration ends, each target
can roll a d4 when making a saving throw and add the number rolled to the total. \
nAura of Jubilation (3 psi; conc., 1 min.). As a bonus action, you radiate a
distracting mirth until your concentration ends. Each creature within 60 feet of
you that can see you suffers disadvantage on any checks using the Perception and
Investigation skills. \nBeacon of Recovery (5 psi). As a bonus action, you and up
to five allies you can see within 60 feet of you can immediately make saving throws
against every effect they're suffering that allows a save at the start or end of
their turns.", :name "Mantle of Joy (Avatar Discipline)"} {:description "You become
one with the power of elemental air. \nPsychic Focus. While focused on this
discipline, you take no falling damage, and you ignore difficult terrain when
walking. \nWind Step (1–7 psi). As part of your move on your turn, you can fly up
to 20 feet for each psi point spent. If you end this flight in the air, you fall
unless something else holds you aloft. \nWind Stream (1–7 psi). As an action, you
create a line of focused air that is 30 feet long and 5 feet wide. Each creature in
that area must make
a Strength saving throw, taking 1d8 bludgeoning damage per psi point spent and
being knocked prone on a failed save, or half as much damage on a successful one. \
nCloak of Air (3 psi; conc., 10 min.). As a bonus action, you seize control of the
air around you to create a protective veil. Until your concentration ends, attack
rolls against you have disadvantage, and when a creature you can see misses you
with a melee attack, you can use your reaction to force the creature to repeat the
attack roll against itself. \nWind Form (5 psi; conc., 10 min.). As a bonus action,
you gain a flying speed of 60 feet, which lasts until your concentration ends. \
nMisty Form (6 psi; conc., 1 min.). As an action, your body becomes like a misty
cloud until your concentration ends. In this form, you gain resistance to
bludgeoning, piercing, and slashing damage, and you can't take actions other than
the Dash action. You can pass through openings that are no more than 1 inch wide
without squeezing. \nAnimate Air (7 psi; conc., 1 hr.). As an action, you cause an
air elemental to appear in an unoccupied space you can see within 120 feet of you.
The elemental lasts until your concentration ends, and it obeys your verbal
commands. In combat, roll for its initiative, and choose its behavior during its
turns. When this effect ends, the elemental disappears. See the Monster Manual for
its stat block.", :name "Mastery of Air (Wu Jen Discipline"} {:description "You
align your mind with the energy of elemental fire. \nPsychic Focus. While focused
on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to
rolls for fire damage. \nCombustion (1–7 psi; conc., 1 min.). As an action, choose
one creature or object you can see within 120 feet of you. The target must make a
Constitution save. On a failed save, the target takes 1d10 fire damage per psi
point spent, and it catches on fire, taking 1d6 fire damage at the end of each of
its turns until your concentration ends or until it or a creature adjacent to it
extinguishes the flames with an action. On a successful save, the target takes half
as much damage and doesn't catch on fire. \nRolling Flame (3 psi; conc., 1 min.).
As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you.
The fire lasts until your concentration ends. Any creature in that area when you
use this ability and any creature that ends its turn there takes 5 fire damage.
Detonation (5 psi). As an action, you create a fiery explosion at a point you can
see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on
that point must make a Constitution saving throw, taking 7d6 fire damage and being
knocked prone on a failed save, or half as much damage on a successful one. \nFire
Form (5 psi; conc., 1 min.). As a bonus action, you become wreathed in flames until
your concentration ends. Any creature that end its turn within 5 feet of you takes
3d6 fire damage. \nAnimate Fire (7 psi; conc., 1 hr.). As an action, you cause a
fire elemental to appear in an unoccupied space you can see within 120 feet of you.
The elemental lasts until your concentration ends, and it obeys your verbal
commands. In combat, roll for its initiative, and choose its behavior during its
turns. When this effect ends, the elemental disappears. See the Monster Manual for
its stat block.", :name "Mastery of Fire (Wu Jen Discipline)"} {:description "As a
student of psionic power, you perceive the potential energy that flows through all
things. You reach out with your mind, transforming the potential into the actual.
Objects and creatures move at your command. \nPsychic Focus. While focused on this
discipline, you have advantage on Strength checks. \nPush (1–7 psi). As an action,
choose one creature you can see within 60 feet of you. The target must make a
Strength saving throw. On a failed save, it takes 1d8 force damage per psi point
spent and is pushed up to 5 feet per point spent in a straight line away from you.
On a successful save, it takes half as much damage. \nMove (2–7 psi). Choose one
object you can see within 60 feet of you that isn't being worn or carried by
another creature and that isn't secured in place. It can't be larger than 20 feet
on a side, and its maximum weight depends on the psi points spent on this ability,
as shown below. As an action, you move the object up to 60 feet, and you must keep
the object within sight during this movement. If the object ends this movement in
the air, it falls. If the object would fall on a creature, the creature must
succeed on a DC 10 Dexterity saving throw or take damage as listed on the table
below. \nPsi Spent Maximum Weight Bludgeoning Damage \n2 25 lbs. 2d6 \n3 50 lbs.
4d6 \n5 250 lbs. 6d6 \n6 500 lbs. 7d6 \n7 1,000 lbs. 8d6 \nInertial Armor (2 psi).
As an action, you sheathe yourself in an intangible field of magical force. For 8
hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to
force damage. This effect ends if you are wearing or don armor. \nTelekinetic
Barrier (3 psi; conc., 10 min.). As an action, you create a transparent wall of
telekinetic energy, at least one portion of which must be within 60 feet of you.
The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your
concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit
points. \nGrasp (3 psi; conc., 1 min.). You attempt to grasp a creature in
telekinetic energy and hold it captive. As an action, choose one creature you can
see within 60 feet of you. The target must succeed on a Strength saving throw or be
grappled by you until your concentration ends or until the target leaves your
reach, which is 60 feet for this grapple. The grappled target can escape by
succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by
your psionic ability plus your proficiency bonus. When a target attempts to escape
in this way, you can spend psi points to boost your check, abiding by your psi
limit. You gain a +1 bonus per psi point spent. While a target is grappled in this
manner, you create one of the following effects as an action: \nCrush (1–7 psi).
The target takes 1d6 bludgeoning damage per psi point spent. \nMove (1–7 psi). You
move the target up to 5 feet per psi point spent. You can move it in the air and
hold it there. It falls if the grapple ends.", :name "Mastery of Force (Wu Jen
Discipline)"} {:description "You master the power of ice, shaping it to meet you
demands. \nPsychic Focus. While focused on this discipline, you have resistance to
cold damage. \nIce Spike (1–7 psi). As an action, you hurl a mote of ice at one
creature you can see within 120 feet of you. The target must make a Dexterity
saving throw. On a failed save, the target takes 1d8 cold damage per psi point
spent and has its speed halved until the start of your next turn. On a successful
save, the target takes half as much damage. \nIce Sheet (2 psi). As an action,
choose a point on the ground you can see within 60 feet of you. The ground in a 20-
foot radius centered on that point becomes covered in ice for 10 minutes. It is
difficult terrain, and any creature that moves more than 10 feet on it must succeed
on a Dexterity saving throw or fall prone. If the surface is sloped, a creature
that falls prone in the area immediately slides to the bottom of the slope. \
nFrozen Sanctuary (3 psi). As a bonus action, you sheathe yourself with icy
resilience. You gain 20 temporary hit points. \nFrozen Rain (5 psi; conc., 1 min.).
As an action, choose a point you can see within 120 feet of you. The air in a 20-
foot-radius sphere centered on that point becomes deathly cold and saturated with
moisture. Each creature in that area must make a Constitution saving throw. On a
failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until
your concentration ends. On a successful save, a target takes half as much damage.
As an action, a target that has its speed reduced can end the effect early if it
succeeds on a Strength (Athletics) check with a DC equal to this effect's save DC.
You can increase this effect's damage by 1d6 per each additional psi point spent on
it. \nIce Barrier (6 psi; conc., 10 min.). As an action, you create a wall of ice,
at least one portion of which must be within 60 feet of you. The wall is 60 feet
long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends.
Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that
damages the wall with a melee attack takes cold damage equal to the damage the
creature dealt to the wall.", :name "Mastery of Ice (Wu Jen Discipline)"}
{:description "You claim dominion over light and darkness with your mind. \nPsychic
Focus. While focused on this discipline, natural and magical darkness within 30
feet of you has no effect on your vision. \nDarkness (1–7 psi). As an action, you
create an area of magical darkness, which foils darkvision. Choose a spot you can
see within 60 feet of you. Magical darkness radiates from that point in a sphere
with a 10-foot radius per psi point spent on this ability. The light produced by
spells of 2nd level or less is suppressed in this area. \nLight (2 psi; conc., 1
min.). As an action, an object you touch radiates light in a 20-foot radius and dim
light for an additional 20 feet. The light lasts until your concentration ends.
Alternatively, a creature you touch radiates light in the same manner if it fails a
Dexterity saving throw. While lit in this manner, it can't hide, and attack rolls
against it gain advantage. \nShadow Beasts (3 psi; conc., 1 min.). As an action,
you cause two shadows to appear in unoccupied spaces you can see within 60 feet of
you. The shadows last until your concentration ends, and they obey your verbal
commands. In combat, roll for their initiative, and choose their behavior during
their turns. When this effect ends, the shadows disappear. See the Monster Manual
for their stat block. \nRadiant Beam (5 psi; conc., 1 min.). As an action, you
project a beam of light at one creature you can see within 60 feet of you. The
target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant
damage and is blinded until your concentration ends. On a successful save, it takes
half as much damage. A blinded target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. You can increase this
effect's damage by 1d6 per each additional psi point spent on it.", :name "Mastery
of Light and Darkness (Wu Jen Discipline)"} {:description "Your mind becomes one
with elemental water, attuning your thoughts to its ebb and flow. \nPsychic Focus.
While focused on this discipline, you have a swimming speed equal to your walking
speed, and you can breathe underwater. \nDesiccate (1–7 psi). As an action, choose
one creature you can see within 60 feet of you. The target must make a Constitution
saving throw, taking 1d10 necrotic damage per psi point spent on this ability, or
half as much damage on a successful one. \nWatery Grasp (2 psi). As an action, you
unleash a wave that surges forth and then retreats to you like the rising tide. You
create a wave in a 20-foot-by-20-foot square. At least some portion of the square's
border must be within 5 feet of you. Any creature in that square must make a
Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is
knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a
target takes half as much damage. You can increase this ability's damage by 1d6 per
additional psi point spent on it. \nWater Whip (3 psi). As an action, you unleash a
jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the
line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed
save, or half as much damage on a successful one. In addition, you can move each
target that fails its saving throw to any unoccupied space touching the line. You
can increase this ability's damage by 1d6 per additional psi point spent on it. \
nWater Breathing (5 psi). As an action, you grant yourself and up to ten willing
creatures you can see within 60 feet of you the ability to breathe underwater for
the next 24 hours. \nWater Sphere (6 psi; conc., 1 min.). As an action, you cause a
sphere of water to form around a creature. Choose one creature you can see within
60 feet of you. The target must make a Dexterity saving throw. On a failed save, it
becomes trapped in the sphere of water until your concentration ends. While the
target is trapped, its speed is halved, it suffers disadvantage on attack rolls,
and it can't see anything more than 10 feet away from it. However, attack rolls
against it also suffer disadvantage. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a successful one. \
nAnimate Water (7 psi; conc., 1 hr.). As an action, you cause a water elemental to
appear in an unoccupied space you can see within 120 feet of you. The elemental
lasts until your concentration ends, and it obeys your verbal commands. In combat,
roll for its initiative, and choose its behavior during its turns. When this effect
ends, the elemental disappears. See the Monster Manual for its stat block.", :name
"Mastery of Water (Wu Jen Discipline)"} {:description "Your mind reaches into the
sky, reshaping the stuff of storms to serve your needs. \nPsychic Focus. While
focused on this discipline, you have resistance to lightning and thunder damage. \
nCloud Steps (1–7 psi; conc., 10 min.). As an action, you conjure forth clouds to
create a solid, translucent staircase that lasts until your concentration ends. The
stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20
feet per psi point spent. \nHungry Lightning (1–7 psi). As an action, you lash out
at one creature you can see within 60 feet of you with tendrils of lightning. The
target must make a Dexterity saving throw, with disadvantage if it's wearing heavy
armor. The target takes 1d8 lightning damage per psi point spent on a failed save,
or half as much damage on a successful one. \nWall of Clouds (2 psi; conc., 10
min.). As an action, you create a wall of clouds, at least one portion of which
must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot
thick. The wall lasts until your concentration ends. Creatures can pass through it
without hindrance, but the wall blocks vision. \nWhirlwind (2 psi). As an action,
choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius
sphere centered on that point. Each creature in the sphere must succeed on a
Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied
space of your choice in the sphere. Any loose object in the sphere is moved to an
unoccupied space of your choice within it if the object weighs no more than 100
pounds. \nLightning Leap (5 psi). As an action, you let loose a line of lightning
that is 60 feet long and 5 feet wide. Each creature in the line must make a
Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as
much damage on a successful one. You can then teleport to an unoccupied space
touched by the line. You can increase this ability's damage by 1d6 per additional
psi point spent on it. \nWall of Thunder (6 psi; conc., 10 min.). As an action, you
create a wall of thunder, at least one portion of which must be within 60 feet of
you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until
your concentration ends. Every foot moved through the wall costs 1 extra foot of
movement. When a creature moves into the wall's space for the first time on a turn
or starts its turn there, that creature must succeed on a Strength saving throw, or
it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from
the wall, and is knocked prone. \nThunder Clap (7 psi). As an action, choose a
point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius
sphere centered on that point. Each creature in that area must make Constitution
saving throw. On a failed save, a target takes 8d6 thunder damage, and it is
stunned until the end of your next turn. On a successful save, a target takes half
as much damage.", :name "Mastery of Weather (Wu Jen Discipline)"} {:description
"You attune your mind to seize control of wood and earth. \nPsychic Focus. While
focused on this discipline, you have a +1 bonus to AC. \nAnimate Weapon (1–7 psi).
As an action, your mind seizes control of a one-handed melee weapon you're holding.
The weapon flies toward one creature you can see within 30 feet of you and makes a
one-handed melee weapon attack against it, using your discipline attack modifier
for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus
an extra 1d10 force damage per psi point spent on this ability. The weapon returns
to your grasp after it attacks. \nWarp Weapon (2 psi). As an action, choose one
nonmagical weapon held by one creature you can see within 60 feet of you. That
creature must succeed on a Strength saving throw, or the chosen weapon can't be
used to attack until the end of your next turn. \nWarp Armor (3 psi). As an action,
choose a nonmagical suit of armor worn by one creature you can see within 60 feet
of you. That creature must succeed on a Constitution saving throw, or the
creature's AC becomes 10 + its Dexterity modifier until the end of your next
turn. \nWall of Wood (3 psi; conc., 1 hr.). As an action, you create a wall of wood
at least one portion of which must be within 60 feet of you. The wall is 60 feet
long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends.
Each 5-foot wide section of the wall has AC 12 and 100 hit points. Breaking one
section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains
intact. \nArmored Form (6 psi; conc., 1 min.). As a bonus action, you gain
resistance to bludgeoning, piercing, and slashing damage, which lasts until your
concentration ends. \nAnimate Earth (7 psi; conc., 1 hr.). As an action, you cause
an earth elemental to appear in an unoccupied space you can see within 120 feet of
you. The elemental lasts until your concentration ends, and it obeys your verbal
commands. In combat, roll for its initiative, and choose its behavior during its
turns. When this effect ends, the elemental disappears. See the Monster Manual for
its stat block.", :name "Mastery of Wood and Earth (Wu Jen Discipline)"}
{:description "You imbue a ranged weapon with a strange semblance of sentience,
allowing it to unerringly find its mark. \nPsychic Focus. While you are focused on
this discipline, any attack roll you make for a ranged weapon attack ignores
disadvantage. If disadvantage would normally apply to the roll, that roll also
can't benefit from advantage. \nSpeed Dart (1–7 psi). As a bonus action, you imbue
one ranged weapon you hold with psionic power. The next attack you make with it
that hits before the end of the current turn deals an extra 1d10 psychic damage per
psi point spent. \nSeeking Missile (2 psi). As a reaction when you miss with a
ranged weapon attack, you can repeat the attack roll against the same target. \
nFaithful Archer (5 psi; conc., 1 min.). As a bonus action, you imbue a ranged
weapon with a limited sentience. Until your concentration ends, you can make an
extra attack with the weapon at the start of each of your turns (no action
required). If it is a thrown weapon, it returns to your grasp each time you make
any attack with it", :name "Nomadic Arrow (Nomad Discipline)"} {:description "You
create a screen of psychic power that distorts your appearance,
allowing you to blend into the background or even turn invisible.\nPsychic Focus.
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.
\nChameleon (2 psi). As an action, you can attempt to hide even if you fail to meet
the requirements needed to do so. At the end of the current turn, you remain hidden
only if you then meet the normal requirements for hiding. \nStep from Sight (3 psi;
conc., 1 min.). As a bonus action, cloak yourself from sight. You can target one
additional creature for every additional psi point you spend on this ability. The
added targets must be visible to you and within 60 feet of you. Each target turns
invisible and remains so until your concentration ends or until immediately after
it targets, damages, or otherwise affects any creature with an attack, a spell, or
another ability. \nEnduring Invisibility (7 psi; conc., 1 min.). As a bonus action,
you turn invisible and remain so until your concentration ends.", :name "Nomadic
Chameleon (Nomad Discipline)"} {:description "You dispatch part of your psyche into
the noosphere, the collective vista of minds and knowledge possessed by living
things.\nPsychic Focus. Whenever you focus on this discipline, you choose one skill
or tool and have proficiency with it until your focus ends. Alternatively, you gain
the ability to read and write one language of your choice until your focus ends. \
nWandering Mind (2–6 psi; conc., 10 min.). You enter a deep contemplation. If you
concentrate for this option's full duration, you then gain proficiency with up to
three of the following skills (one skill for every 2 psi points spent): Animal
Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival.
The benefit lasts for 1 hour, no concentration required. \nFind Creature (2 psi;
conc., 1 hr.). You cast your mind about for information about a specific creature.
If you concentrate for this option's full duration, you then gain a general
understanding of the creature's current location. You learn the region, city, town,
village, or district where it is, pinpointing an area between 1 and 3 miles on a
side (DM's choice). If the creature is on another plane of existence, you instead
learn which plane. \nItem Lore (3 psi; conc., 1 hr.). You carefully study an item.
If you concentrate for this option's full duration while remaining within 5 feet of
the item, you then gain the benefits of an identify spell cast on that item. \
nPsychic Speech (5 psi). As an action, you attune your mind to the psychic imprint
of all language. For 1 hour, you gain the ability to understand any language you
hear or attempt to read. In addition, when you speak, all creatures that can
understand a language understand what you say, regardless of what language you use.
\nWandering Eye (6 psi; conc., 1 hr.). As an action, you create a psychic sensor
within 60 feet of you. The sensor lasts until your concentration ends. The sensor
is invisible and hovers in the air. You mentally receive visual information from
it, which has normal vision and darkvision with a range of 60 feet. The sensor can
look in all directions. As an action, you can move the sensor up to 30 feet in any
direction. There is no limit to how far away from you the eye can move, but it
can't enter another plane of existence. A solid barrier blocks the eye's movement,
but the eye can pass through an opening as small as 1 inch in diameter. \nPhasing
Eye (7 psi; conc., 1 hr.). As Wandering Eye above, except the eye can move through
solid objects but can't end its movement in one. If it does so, the effect
immediately ends.", :name "Nomadic Mind (Nomad Discipline)"} {:description "You
exert your mind on the area around you, twisting the intraplanar pathways you
perceive to allow instantaneous travel.\nPsychic Focus. After you teleport on your
turn while focused on this discipline, your walking speed increases by 10 feet
until the end of the turn, as you are propelled by the magic of your teleportation.
You can receive this increase only once per turn. \nStep of a Dozen Paces (1–7
psi). If you haven't moved yet on your turn, you take a bonus action to teleport up
to 20 feet per psi point spent to an unoccupied space you can see, and your speed
is reduced to 0 until the end of the turn. \nNomadic Anchor (1 psi). As an action,
you create an invisible, intangible teleportation anchor in a 5-foot cube you can
see within 120 feet of you. For the next 8 hours, whenever you use this psionic
discipline to teleport, you can instead teleport to the anchor, even if you can't
see it, but it must be within range of the teleportation ability. \nDefensive Step
(2 psi). When you are hit by an attack, you can use your reaction to gain a +4
bonus to AC against that attack, possibly turning it into a miss. You then teleport
up to 10 feet to an unoccupied space you can see. \nThere and Back Again (2 psi).
As a bonus action, you teleport up to 20 feet to an unoccupied space you can see
and then move up to half your speed. At the end of your turn, you can teleport back
to the spot you occupied before teleporting, unless it is now occupied or on a
different plane of existence. \nTransposition (3 psi). If you haven't moved yet on
your turn, choose an ally you can see within 60 feet of you. As a bonus action, you
and that creature teleport, swapping places, and your speed is reduced to 0 until
the end of the turn. This ability fails and is wasted if either of you can't fit in
the destination space. \nBaleful Transposition (5 psi). As an action, choose one
creature you can see within 120 feet of you. That creature must make a Wisdom
saving throw. On a failed save, you and that creature teleport, swapping places.
This ability fails and is wasted if either of you can't fit in the destination
space. \nPhantom Caravan (6 psi). As an action, you and up to six willing creatures
of your choice that you can see within 60 feet of you teleport up to 1 mile to a
spot you can see. If there isn't an open space for all the targets to occupy at the
arrival point, this ability fails and is wasted. \nNomad's Gate (7 psi; conc., 1
hr.). As an action, you create a 5-foot cube of dim, gray light within 5 feet of
you. You create an identical cube at any point of your choice within 1 mile that
you have viewed within the past 24 hours. Until your concentration ends, anyone
entering one of the cubes immediately teleports to the other one, appearing in an
unoccupied space next to it. The teleportation fails if there is no space for the
creature to appear in.", :name "Nomadic Step (Nomad Discipline)"} {:description "By
analyzing information around you, from subtle hints to seemingly disconnected
facts, you learn to weave a string of probabilities in an instant that gives you
extraordinary insights.\nPsychic Focus. While focused on this discipline, you have
advantage on initiative rolls. \nPrecognitive Hunch (2 psi; conc., 1 min.). As a
bonus action, you open yourself to receive momentary insights that improve your
odds of success; until your concentration ends, whenever you make an attack roll, a
saving throw, or an ability check, you roll a d4 and add it to the total. \nAll-
Around Sight (3 psi). In response to an attack hitting you, you use your reaction
to impose disadvantage on that attack roll, possibly causing it to miss. \nDanger
Sense (5 psi; conc., 8 hr.). As an action, you create a psychic model of reality in
your mind and set it to show you a few seconds into the future. Until your
concentration ends, you can't be surprised, attack rolls against you can't gain
advantage, and you gain a +10 bonus to initiative. \nVictory Before Battle (7 psi).
When you roll initiative, you can use this ability to grant yourself and up to five
creatures of your choice within 60 feet of you a +10 bonus to initiative.", :name
"Precognition (Awakened Discipline)"} {:description "You wield psionic energy to
cure wounds and restore health to yourself and others.\nPsychic Focus. While
focused on this discipline, you can use a bonus action to touch a creature that has
0 hit points and stabilize it. \nMend Wounds (1–7 psi). As an action, you can spend
psi points to restore hit points to one creature you touch. The creature regains
1d8 hit points per psi point spent. \nRestore Health (3 psi). As an action, you
touch one creature and remove one of the following conditions from it: blinded,
deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the
creature. \nRestore Life (5 psi). As an action, you touch one creature that has
died within the last minute. The creature returns to life with 1 hit point. This
ability can't return to life a creature that has died of old age, nor can it
restore a creature missing any vital body parts. \nRestore Vigor (7 psi). As an
action, you can touch one creature and choose one of the following: remove any
reductions to one of its ability scores, remove one effect that reduces its hit
point maximum, or reduce its exhaustion level by one.", :name "Psionic Restoration
(Immortal Discipline)"} {:description "You have learned how to channel psionic
energy into your attacks, lending them devastating power.\nPsychic Focus. Whenever
you focus on this discipline, choose one weapon you're holding or your unarmed
strike. When you attack with it while focused on this discipline, its damage is
psychic and magical, rather than its normal damage type. Until you reach 6th level
as a mystic, you don't add your Strength or Dexterity modifier to the psychic
attack's damage rolls. \nEthereal Weapon (1 psi). As a bonus action, you
temporarily transform one weapon you're holding or your unarmed strike into pure
psionic energy. The next attack you make with it before the end of your turn
ignores the target's armor, requiring no attack roll. Instead, the target makes a
Dexterity saving throw against this discipline. On a failed
save, the target takes the attack's normal damage and suffers its additional
effects. On a successful save, the target takes half damage from the attack but
suffers no additional effects that would normally be imposed on a hit. \nLethal
Strike (1–7 psi). As a bonus action, you imbue a weapon you're holding or your
unarmed strike with psychic energy. The next time you hit with it before the end of
your turn, it deals an extra 1d10 psychic damage per psi point spent. \nAugmented
Weapon (5 psi; conc., 10 min.). As a bonus action, touch one simple or martial
weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3
bonus to its attack and damage rolls.", :name "Psionic Weapon (Immortal
Discipline)"} {:description "You wield your mind like a weapon, unleashing salvos
of psionic energy.\nPsychic Focus. While focused on this discipline, you gain a +2
bonus to damage rolls with psionic talents that deal psychic damage. \nPsionic
Blast (1–7 psi). As an action, choose one creature you can see within 60 feet of
you. The target takes 1d8 psychic damage per psi point spent on this ability. \nEgo
Whip (3 psi). As an action, choose one creature you can see within 60 feet of you.
The target must make an Intelligence saving throw. On a failed save, the creature
takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use
its action on its next turn only to take the Dodge, Disengage, or Hide action. On a
successful saving throw, it takes half as much damage. \nId Insinuation (5 psi). As
an action, choose one creature you can see within 60 feet of you. The target must
make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic
damage, and it goes into a fury, as its id runs rampant. On its next turn, it can
use its action only to take the Dodge or Attack action. On a successful save, it
takes half as much damage. \nPsychic Blast (6 psi). As an action, you unleash
devastating psychic energy in a 60-foot cone. Each creature in that area must make
an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half
as much damage on a successful one. You can increase the damage by 2d8 if you spend
1 more psi point on this ability. \nPsychic Crush (7 psi). As an action, you create
a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area
must make an Intelligence saving throw. On a failed save, a target takes 8d8
psychic damage and is stunned until the end of your next turn. On a successful
save, a target takes half as much damage.", :name "Psychic Assault (Awakened
Discipline)"} {:description "You create psychic static that disrupts other
creatures' ability to think clearly.\nPsychic Focus. While focused on this
discipline, you have advantage on Charisma (Deception) checks. \nDistracting Haze
(1–7 psi; conc., 1 min.). As an action, choose one creature you can see within 60
feet of you. That creature must make an Intelligence saving throw. On a failed
save, it takes 1d10 psychic damage per psi point spent and can't see anything more
than 10 feet from it until your concentration ends. On a successful save, it takes
half as much damage. \nDaze (3 psi). As an action, choose one creature you can see
within 60 feet of you. That creature must make an Intelligence saving throw. On a
failed save, the target is incapacitated until the end of your next turn or until
it takes any damage. \nMind Storm (5 psi). As an action, choose a point you can see
within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that
point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic
damage and suffers disadvantage on all saving throws until the end of your next
turn. On a successful save, a creature takes half as much damage. You can increase
the damage by 1d6 per additional psi point spent on this ability.", :name "Psychic
Disruption (Awakened Discipline)"} {:description "You reach into a creature's mind
to uncover information or plant ideas within it.\nPsychic Focus. While focused on
this discipline, you know when a creature communicating with you via telepathy is
lying. \nHammer of Inquisition (1–7 psi). As an action, choose one creature you can
see within 60 feet of you. The target must make an Intelligence saving throw. On a
failed save, it takes 1d10 psychic damage per psi point spent and suffers
disadvantage on its next Wisdom saving throw before the end of your next turn. On a
successful save, it takes half as much damage. \nForceful Query (2 psi). As an
action, you ask a question of one creature that can see and hear you within 30 feet
of you. The question must be phrased so that it can be answered with a yes or no,
otherwise this ability fails. The target must succeed on a Wisdom saving throw, or
it replies with a truthful answer. A creature is immune to this ability if it is
immune to being charmed. \nRansack Mind (5 psi; conc., 1 hr.). While you
concentrate on this ability, you probe one creature's mind. The creature must
remain within 30 feet of you, and you must be able to see it. If you reach the
ability's full duration, the target must make three Intelligence saving throws, and
you learn information from it based on the number of saving throws it fails. With
one failed saving throw, you learn its key memories from the past 12 hours. With
two failed saving throws, you learn its key memories from the past 24 hours. With
three failed saving throws, you learn its key memories from the past 48 hours. \
nPhantom Idea (6 psi; conc., 1 hr.). While you concentrate on this ability, you
probe one creature's mind. The creature must remain within 30 feet of you, and you
must be able to see it. If you reach the ability's full duration, the target must
make three Intelligence saving throws, and you plant a memory or an idea in it,
which lasts for a number of hours based on the number of saving throws it fails.
You choose whether the idea or memory is trivial (such as “I had porridge for
breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my
village from orc marauders and am therefore a coward” or “Magic is a scourge, so I
renounce it”). With one failed saving throw, the idea or memory lasts for the next
4 hours. With two failed saving throws, it lasts for 24 hours. With three failed
saving throws, it lasts for 48 hours.", :name "Psychic Inquisition (Awakened
Discipline)"} {:description "Your power reaches into a creature's mind and causes
it false perceptions.\nPsychic Focus. While focused on this discipline, you have
advantage on Charisma (Deception) checks. \nDistracting Figment (1–7 psi). As an
action, choose one creature you can see within 60 feet of you. The target must make
an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per
psi point spent and thinks it perceives a threatening creature just out of its
sight; until the end of your next turn, it can't use reactions, and melee attack
rolls against it have advantage. On a successful save, it takes half as much
damage. \nPhantom Foe (3 psi; conc., 1 min.). As an action, choose one creature you
can see within 60 feet of you. The target must make an Intelligence saving throw.
On a failed save, it perceives a horrid creature adjacent to it until your
concentration ends. During this time, the target can't take reactions, and it takes
1d8 psychic damage at the start of each of its turns. The target can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a
success. You can increase the damage by 1d8 for each additional psi point spent on
the ability. \nPhantom Betrayal (5 psi; conc., 1 min.). As an action, you plant
delusional paranoia in a creature's mind. Choose one creature you can see within 60
feet of you. The target must succeed on an Intelligence saving throw, or until your
concentration ends, it must target its allies with attacks and other damaging
effects. The target can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. A creature is immune to this ability if
it is immune to being charmed. \nPhantom Riches (7 psi; conc., 1 min.). As an
action, you plant the phantom of a greatly desired object in a creature's mind.
Choose one creature you can see within 60 feet of you. The target must make an
Intelligence saving throw. On a failed save, you gain partial control over the
target's behavior until your concentration ends; the target moves as you wish on
each of its turns, as it thinks it pursues the phantom object it desires. If it
hasn't taken damage since its last turn, it can use its action only to admire the
object you created in its perception. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.", :name
"Psychic Phantoms (Awakened Discipline)"} {:description "By channeling psionic
power, you gain the ability to control other creatures by substituting your will
for their own.\nPsychic Focus. While focused on this discipline, you gain the
ability to use your Telepathy class feature with up to six creatures at once. If
you don't have that feature from the mystic class, you instead gain it while
focused on this discipline. \nExacting Query (2 psi). As an action, you target one
creature you can communicate with via telepathy. The target must make an
Intelligence saving throw. On a failed save, the target truthfully answers one
question you ask it via telepathy. On a successful save, the target is unaffected,
and you can't use this ability on it again until you finish a long rest. A creature
is immune to this ability if it is immune to being charmed. \nOccluded Mind (2
psi). As an action, you target one creature you can communicate with via telepathy.
The target must make an Intelligence saving throw. On a failed save, the target
believes one statement of your
choice for the next 5 minutes that you communicate to it via telepathy. The
statement can be up to ten words long, and it must describe you or a creature or an
object the target can see. On a successful save, the target is unaffected, and you
can't use this ability on it again until you finish a long rest. A creature is
immune to this ability if it is immune to being charmed. \nBroken Will (5 psi). As
an action, you target one creature you can communicate with via telepathy. The
target must make an Intelligence saving throw. On a failed save, you choose the
target's movement and action on its next turn. On a successful save, the target is
unaffected, and you can't use this ability on it again until you finish a long
rest. A creature is immune to this ability if it is immune to being charmed. \
nPsychic Grip (6 psi; conc., 1 min.). As an action, you target one creature you can
see within 60 feet of you. The target must succeed on an Intelligence saving throw,
or it is paralyzed until your concentration ends. At the end of each of its turns,
it can repeat the saving throw. On a success, this effect ends. On a failure, you
can use your reaction to force the target to move up to half its speed, even though
it's paralyzed. \nPsychic Domination (7 psi; conc., 1 min.). As an action, you
target one creature you can see within 60 feet of you. The target must succeed on
an Intelligence saving throw, or you choose the creature's actions and movement on
its turns until your concentration ends. At the end of each of its turns, it can
repeat the saving throw, ending the effect on itself on a success. A creature is
immune to this ability if it is immune to being charmed.", :name "Telepathic
Contact (Awakened Discipline)"} {:description "You create a third, psychic eye in
your mind, which you cast out into the world. It channels thoughts and knowledge
back to you, greatly enhancing your senses.\nPsychic Focus. While focused on this
discipline, you have darkvision with a range of 60 feet. If you already have
darkvision with that range or greater, increase its range by 10 feet. \nTremorsense
(2 psi; conc., 1 min.). As a bonus action, you gain tremorsense with a radius of 30
feet, which lasts until your concentration ends. \nUnwavering Eye (2 psi). As a
bonus action, you gain advantage on Wisdom checks for 1 minute. \nPiercing Sight (3
psi; conc., 1 min.). As a bonus action, you gain the ability to see through objects
that are up to 1 foot thick within 30 feet of you. This sight lasts until your
concentration ends \nTruesight (5 psi; conc., 1 min.). As a bonus action, you gain
truesight with a radius of 30 feet, which lasts until your concentration
ends.", :name "Third Eye (Nomad Discipline)"}]}, :psionic-talents {:key :psionic-
talents, :name "Psionic Talents", :option-pack "UA - The Mystic", :options
[{:description "As a bonus action, you cause bright light to radiate from your body
in a 20-foot radius and dim light for an additional 20 feet. The light can be
colored as you like. The light lasts for 1 hour, and you can extinguish it earlier
as a bonus action.", :name "Beacon"} {:description "As a bonus action, a one-handed
melee weapon you hold becomes one with your hand. For the next minute, you can't
let go of the weapon nor can it be forced from your grasp.", :name "Blade Meld"}
{:description "As an action, you erase your image from the mind of one creature you
can see within 120 feet of you; the target must succeed on a Wisdom saving throw,
or you are invisible to it until the end of your next turn.", :name "Blind Spot"}
{:description "As an action, you plant a false belief in the mind of one creature
that you can see within 60 feet of you. You can create a sound or an image. Only
the target of this talent perceives the sound or image you create. If you create a
sound, its volume can range from a whisper to a scream. It can be your voice,
someone else's voice, a creature's roar, a musical instrument, or any other sound
you pick. It lasts for 1 minute. If you create an object, it must fit within a 5-
foot cube and can't move or be reflective. The image can't create any effect that
influences a sense other than sight. The image lasts for 1 minute, and it
disappears if the creature touches it. ", :name "Delusion"} {:description "As an
action, you target one creature you can see within 90 feet of you. The target must
succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or
thunder damage (your choice). The talent's damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8). ", :name "Energy Beam"}
{:description "As a bonus action, you alter your density and weight to improve your
mobility. For the rest of your turn, your walking speed increases by 10 feet, and
the first time you stand up this turn, you do so without expending any of your
movement if your speed is greater than 0. ", :name "Light Step"} {:description "As
a bonus action, you can communicate telepathically with one willing creature you
can see within 120 feet of you. The target must have an Intelligence of at least 2,
otherwise this talent fails and the action is wasted. This communication can occur
until the end of the current turn. You don't need to share a language with the
target for it to understand your telepathic utterances, and it understands you even
if it lacks a language. You also gain access to one memory of the target's choice,
gaining perfect recall of one thing it saw or did.", :name "Mind Meld"}
{:description "As an action, you target one creature you can see within 60 feet of
you. The target must succeed on a Constitution saving throw or take 1d6 force
damage. If it takes any of this damage and is Large or smaller, it is knocked
prone. The talent's damage increases by 1d6 when you reach 5th level (2d6), 11th
level (3d6), and 17th level (4d6).", :name "Mind Slam"} {:description "As an
action, you target one creature you can see within 120 feet of you. The target must
succeed on an Intelligence saving throw or take 1d10 psychic damage. The talent's
damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and
17th level (4d10).", :name "Mind Thrust"} {:description "As an action, you beguile
one humanoid you can see within 120 feet of you. The target must succeed on a
Charisma saving throw or be charmed by you until the end of your next turn.
", :name "Mystic Charm"} {:description "You can use your action to manipulate or
move one object within 30 feet of you. The object can't weigh more than 10 pounds,
and you can't affect an object being worn or carried by another creature. If the
object is loose, you can move it up to 30 feet in any direction. This talent allows
you to open an unlocked door, pour out a beer stein, and so on. The object falls to
the ground at the end of your turn if you leave it suspended in midair. ", :name
"Mystic Hand"} {:description "As an action, you try to grasp one creature you can
see within 120 feet of you, with a hand crafted from telekinetic energy. The target
must succeed on a Strength saving throw or take 1d6 force damage. If it takes any
of this damage and is Large or smaller, you can move it up to 10 feet in a straight
line in a direction of your choice. You can't lift the target off the ground unless
it is already airborne or underwater. The talent's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :name "Psychic
Hammer"}]}, :talents {:key :talents, :name "Talents", :option-pack "UA - The
Mystic", :options [{:description "As a bonus action, you cause bright light to
radiate from your body in a 20-foot radius and dim light for an additional 20 feet.
The light can be colored as you like. The light lasts for 1 hour, and you can
extinguish it earlier as a bonus action.", :name "Beacon"} {:description "As a
bonus action, a one-handed melee weapon you hold becomes one with your hand. For
the next minute, you can't let go of the weapon nor can it be forced from your
grasp.", :name "Blade Meld"} {:description "As an action, you erase your image from
the mind of one creature you can see within 120 feet of you; the target must
succeed on a Wisdom saving throw, or you are invisible to it until the end of your
next turn.", :name "Blind Spot"} {:description "As an action, you plant a false
belief in the mind of one creature that you can see within 60 feet of you. You can
create a sound or an image. Only the target of this talent perceives the sound or
image you create. If you create a sound, its volume can range from a whisper to a
scream. It can be your voice, someone else's voice, a creature's roar, a musical
instrument, or any other sound you pick. It lasts for 1 minute. If you create an
object, it must fit within a 5- foot cube and can't move or be reflective. The
image can't create any effect that influences a sense other than sight. The image
lasts for 1 minute, and it disappears if the creature touches it. ", :name
"Delusion"} {:description "As an action, you target one creature you can see within
90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8
acid, cold, fire, lightning, or thunder damage (your choice). The talent's damage
increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8). ", :name "Energy Beam"} {:description "As a bonus action, you alter your
density and weight to improve your mobility. For the rest of your turn, your
walking speed increases by 10 feet, and the first time you stand up this turn, you
do so without expending any of your movement if your speed is greater than 0.
", :name "Light Step"} {:description "As a bonus action, you can communicate
telepathically with one willing creature you can see within 120 feet of you. The
target must have an Intelligence of at least 2, otherwise this talent fails and the
action is wasted.
This communication can occur until the end of the current turn. You don't need to
share a language with the target for it to understand your telepathic utterances,
and it understands you even if it lacks a language. You also gain access to one
memory of the target's choice, gaining perfect recall of one thing it saw or did.",
:name "Mind Meld"} {:description "As an action, you target one creature you can see
within 60 feet of you. The target must succeed on a Constitution saving throw or
take 1d6 force damage. If it takes any of this damage and is Large or smaller, it
is knocked prone. The talent's damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).", :name "Mind Slam"} {:description
"As an action, you target one creature you can see within 120 feet of you. The
target must succeed on an Intelligence saving throw or take 1d10 psychic damage.
The talent's damage increases by 1d10 when you reach 5th level (2d10), 11th level
(3d10), and 17th level (4d10).", :name "Mind Thrust"} {:description "As an action,
you beguile one humanoid you can see within 120 feet of you. The target must
succeed on a Charisma saving throw or be charmed by you until the end of your next
turn. ", :name "Mystic Charm"} {:description "You can use your action to manipulate
or move one object within 30 feet of you. The object can't weigh more than 10
pounds, and you can't affect an object being worn or carried by another creature.
If the object is loose, you can move it up to 30 feet in any direction. This talent
allows you to open an unlocked door, pour out a beer stein, and so on. The object
falls to the ground at the end of your turn if you leave it suspended in midair. ",
:name "Mystic Hand"} {:description "As an action, you try to grasp one creature you
can see within 120 feet of you, with a hand crafted from telekinetic energy. The
target must succeed on a Strength saving throw or take 1d6 force damage. If it
takes any of this damage and is Large or smaller, you can move it up to 10 feet in
a straight line in a direction of your choice. You can't lift the target off the
ground unless it is already airborne or underwater. The talent's damage increases
by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6).", :name "Psychic Hammer"}]}}, :orcpub.dnd.e5/subclasses {:order-of-the-
avatar {:class :mystic, :key :order-of-the-avatar, :level-modifiers [{:type :armor-
prof, :value :medium} {:type :armor-prof, :value :shields}], :level-selections
[{:num 2, :type :disciplines}], :name "Order of the Avatar", :option-pack "UA - The
Mystic", :traits [{:description "While you aren't incapacitated, each ally within
30 feet of you who can see you gains a +2 bonus to initiative rolls.", :level
3, :name "Avatar of Battle"} {:description "While you aren't incapacitated, each
ally within 30 feet of you who can see you regains additional hit points equal to
your Intelligence modifier (minimum of 0) whenever they regain hit points from a
psionic discipline.", :level 6, :name "Avatar of Healing"} {:description "While you
aren't incapacitated, any ally within 30 feet of you who can see you can take the
Dash action as a bonus action.", :level 14, :name "Avatar of Speed"}]}, :order-of-
the-awakened {:class :mystic, :key :order-of-the-awakened, :level-modifiers
[], :level-selections [{:num 2, :type :disciplines}], :name "Order of the
Awakened", :option-pack "UA - The Mystic", :profs {:skill-options {:options
{:animal-handling true, :deception true, :insight true, :intimidation
true, :investigation true, :perception true, :persuasion true}}}, :traits
[{:description "If you hold an object and concentrate on it for 10 minutes (as if
concentrating on a psionic discipline), you learn a few basic facts about it. You
gain a mental image from the object's point of view, showing the last creature to
hold the object within the past 24 hours. You also learn of any events that have
occurred within 20 feet of the object within the past hour. The events you perceive
unfold from the object's perspective. You see and hear such events as if you were
there, but can't use other senses. Additionally, you can embed an intangible
psionic sensor within the object. For the next 24 hours, you can use an action to
learn the object's location relative to you (its distance and direction) and to
look at the object's surroundings from its point of view as if you were there. This
perception lasts until the start of your next turn. Once you use this feature, you
can't use it again until you finish a short or long rest.", :level 3, :name
"Psionic Investigation"} {:description "You can impose disadvantage on a target's
saving throw against a discipline or talent you use, but at the cost of using your
psychic focus. Your psychic focus immediately ends if it's active, and you can't
use it until you finish a short or long rest. You can't use this feature if you
can't use your psychic focus.", :level 6, :name "Psionic Surge"} {:description "As
an action, you can transform into a transparent, ghostly version of yourself. While
in this form, you have resistance to all damage, move at half speed, and can pass
through objects and creatures while moving but can't willingly end your movement in
their spaces. The form lasts for 10 minutes or until you use an action to end it.
Once you use this feature, you can't use it again until you finish a long
rest.", :level 14, :name "Spectral Form"}]}, :order-of-the-immortal
{:class :mystic, :key :order-of-the-immortal, :level-modifiers [], :level-
selections [{:num 2, :type :disciplines}], :name "Order of the Immortal", :option-
pack "UA - The Mystic", :traits [{:description "Your hit point maximum increases by
1 per mystic level. In addition, while you aren't wearing armor or wielding a
shield, your base AC equals 10 + your Dexterity modifier + your Constitution
modifier.", :name "Immortal Durability"} {:description "At the start of each of
your turns, you gain temporary hit points equal to your Intelligence modifier
(minimum of 0) if you have at least 1 hit point.", :level 3, :name "Psionic
Resilience"} {:description "As a reaction when you take damage, you can halve that
damage against you. Your psychic focus immediately ends if it's active, and you
can't use it until you finish a short or long rest. You can't use this feature if
you can't use your psychic focus.", :level 6, :name "Surge of Health"}
{:description "At the end of your turn while at 0 hit points, you can spend 5 psi
points to immediately regain a number of hit points equal to your mystic level +
your Constitution modifier.", :level 14, :name "Immortal Will"}]}, :order-of-the-
nomad {:class :mystic, :key :order-of-the-nomad, :level-modifiers [], :level-
selections [{:num 2, :type :disciplines}], :name "Order of the Nomad", :option-pack
"UA - The Mystic", :traits [{:description "When you finish a long rest, you gain
two proficiencies of your choice: two tools, two skills, or one of each. You can
replace one or both of these selections with languages. This benefit lasts until
you finish a long rest.", :name "Breadth of Knowledge"} {:description "As a
reaction when you are hit by an attack, you can teleport to an unoccupied space
that you occupied since the start of your last turn, and the attack misses you.
Once you use this feature, you can't use it again until you finish a short or long
rest", :level 3, :name "Memory of One Thousands Steps"} {:description "When you use
a psionic discipline to teleport any distance, you can increase that distance by up
to 10 feet.", :level 6, :name "Superior Teleportation"} {:description "Once on each
of your turns, you can forfeit up to 30 feet of your movement to teleport the
distance you forfeited. You must teleport to an unoccupied space you can
see.", :level 14, :name "Effortless Journey"}]}, :order-of-the-soul-knife
{:class :mystic, :key :order-of-the-soul-knife, :level-modifiers [{:type :weapon-
prof, :value :martial} {:type :armor-prof, :value :medium}], :name "Order of the
Soul Knife", :option-pack "UA - The Mystic", :traits [{:description "As a bonus
action, you create scintillating knives of energy that project from both of your
fists. You can't hold anything in your hands while manifesting these blades. You
can dismiss them as a bonus action. For you, a soul knife is a martial melee weapon
with the light and finesse properties. It deals 1d8 psychic damage on a hit. As a
bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC
until the start of your next turn or until you are incapacitated.", :name "Soul
Knife"} {:description "You gain a bonus to attack and damage rolls with your soul
knives depending on the number of psi points spent, as shown on the table below.
This bonus lasts for 10 minutes.\nPsi Points Attack and Damage Bonus\n2
+1 \n5 +2 \n7 +4", :level 3, :name "Hone the Blade"} {:description
"Whenever you slay an enemy creature with a soul knife attack, you immediately
regain 2 psi points.", :level 6, :name "Consumptive Knife"} {:description "As an
action, you can make one attack with your soul knife. Treat the target's AC as 10
against this attack, regardless of the target's actual AC.", :level 14, :name
"Phantom Knife"}]}, :order-of-the-wu-jen {:class :mystic, :key :order-of-the-wu-
jen, :level-modifiers [], :level-selections [{:num 2, :type :disciplines}], :name
"Order of the Wu Jen", :option-pack "UA - The Mystic", :profs {:skill-options
{:options {:animal-handling true, :arcana true, :insight true, :medicine
true, :nature true, :perception true, :religion true, :survival true}}}, :traits
[{:description "When a creature's resistance reduces the damage dealt by a psionic
discipline of yours, you can spend 1 psi point to cause that use of the discipline
to ignore the creature's resistance. You can't spend this point if doing so would
increase
the discipline's cost above your psi limit.", :level 3, :name "Elemental
Attunement"} {:description "As a bonus action, you can spend psi points to create
spell slots that you can use to cast these spells, as well as other spells you are
capable of casting. The psi-point cost of each spell slot is detailed on the table
below. \nSpell Slot Level Psi Cost \n1st 2 \n2nd 3 \n3rd
5 \n4th 6 \n5th 7 \nThe spell slot remains until you use
it or finish a long rest. You must observe your psi limit when spending psi points
to create a spell slot. Whenever you gain a level in this class, you can replace
one of the chosen wizard spells with a different wizard spell of 1st through 3rd
level.", :level 6, :name "Arcane Dabbler"} {:description "If you have resistance to
a type of damage, you can spend 2 psi points as a reaction when you take damage of
that type to ©2017 Wizards of the Coast LLC 9 ignore that damage; you gain immunity
to that damage type until the end of your next turn.", :level 14, :name "Elemental
Mastery"}]}}}, "UA - The Ranger, Revised" {:orcpub.dnd.e5/selections {:hunters-prey
{:options [{:name "Colossus Slayer", :description "Deal an extra 1d8 damage with an
attack if the creature has less than its maximum HP (use once/turn)."} {:name
"Giant Killer", :description "When a Large or larger creature within 5 ft attacks
you, you can use your reaction to make one attack against that creature if you can
see them."} {:name "Horde Breaker", :description "When you attack one creature,
attack another creature within 5 feet of it with the same action (use
once/turn)."}], :option-pack "UA - The Ranger, Revised", :name "Hunter's
Prey", :key :hunters-prey}, :defensive-tactics {:options [{:name "Escape the
Horde", :description "Opportunity attacks against you are made with disadvantage."}
{:name "Multiattack Defense", :description "When a creature hits you with an
attack, you gain +4 AC against that creatures attacks for the rest of the turn."}
{:name "Steel Will", :description "Advantage on saving throws against being
frightened."}], :name "Defensive Tactics", :option-pack "UA - The Ranger, Revised",
:key :defensive-tactics}, :multiattack {:options [{:name "Volley", :description "As
an action, make separate ranged attacks against any number of creatures within 10ft
of a point within your weapon's range. You must have ammunition for each target."}
{:name "Whirlwind Attack", :description "As an action, make separate melee attacks
against each creature within 5ft of you."}], :name "Multiattack", :option-pack "UA
- The Ranger, Revised", :key :multiattack}, :superior-hunters-defense {:options
[{:name "Evasion", :description "When you succeed on a DEX save to take half
damage, you take none, if you fail, you take half."} {:name "Stand Against the
Tide", :description "As a reaction, force a creature that misses you with a melee
attack to repeat the same attack against another creature of your choice."} {:name
"Uncanny Dodge", :description "As a reaction, halve the damage from an attack that
you can see."}], :name "Superior Hunter's Defense", :option-pack "UA - The Ranger,
Revised", :key :superior-hunters-defense}, :animal-companion {:options [{:name
"Ape", :description "Stats on pg 317 of the Monster Manual. They lose their
multiattack feature. "} {:name "Black Bear", :description "Stats on pg 318 of the
Monster Manual. They lose their multiattack feature."} {:name "Boar", :description
"Stats on pg 319 of the Monster Manual."} {:name "Giant Badger", :description
"Stats on pg 323 of the Monster Manual."} {:name "Giant Weasel", :description
"Stats on pg 329 of the Monster Manual."} {:name "Mule", :description "Stats on pg
333 of the Monster Manual."} {:name "Panther", :description "Stats on pg 333 of the
Monster Manual."} {:name "Wolf", :description "Stats on pg 341 of the Monster
Manual."} {:name "Other", :description "Typically, any beast that is medium or
smaller, has 15 or fewer HP, and cannot deal more than 8 damage with a single
attack can be your animal companion. Recommended CR is 1/4 or lower, but work with
your DM to find an appropriate companion."}], :name "Animal Companion", :option-
pack "UA - The Ranger, Revised", :key :animal-companion}, :ranger-fighting-style
{:options [{:name "Archery", :description "+2 to attack rolls with ranged weapons"}
{:name "Defense", :description "+1 AC while wearing armor"} {:name
"Dueling", :description "+2 to damage rolls when wielding a single weapon in one
hand."} {:name "Two-Weapon Fighting", :description "When engaging in two-weapon
fighting, you can add your ability modifier to the damage of the second attack."}],
:option-pack "UA - The Ranger, Revised", :name "Ranger Fighting
Style", :key :ranger-fighting-style}, :favored-enemy {:options [{:name "Favored
Enemy: Beasts", :description "+2 weapon damage against Beasts. Advantage on
Survival checks to track them and Intelligence checks to recall information about
them. You learn one language of your choice. At 6th level, the damage bonus
increases to +4. "} {:name "Favored Enemy: Fey", :description "+2 weapon damage
against Fey. Advantage on Survival checks to track them and Intelligence checks to
recall information about them. You learn one language of your choice. At 6th level,
the damage bonus increases to +4."} {:name "Favored Enemy: Humanoids", :description
"+2 weapon damage against Humanoids. Advantage on Survival checks to track them and
Intelligence checks to recall information about them. You learn one language of
your choice. At 6th level, the damage bonus increases to +4."} {:name "Favored
Enemy: Monstrosities", :description "+2 weapon damage against Monstrosities.
Advantage on Survival checks to track them and Intelligence checks to recall
information about them. You learn one language of your choice. At 6th level, the
damage bonus increases to +4."} {:name "Favored Enemy: Undead", :description "+2
weapon damage against Undead. Advantage on Survival checks to track them and
Intelligence checks to recall information about them. You learn one language of
your choice. At 6th level, the damage bonus increases to +4."}], :name "Favored
Enemy", :option-pack "UA - The Ranger, Revised", :key :favored-enemy}, :greater-
favored-enemy {:options [{:name "Favored Enemy: Abberations", :description "+4
advantage to damage rolls against Abberations, and advantage to track or recall
information about them. You learn an additional language."} {:name "Favored Enemy:
Celestials", :description "+4 advantage to damage rolls against Celestials, and
advantage to track or recall information about them. You learn an additional
language."} {:name "Favored Enemy: Constructs", :description "+4 advantage to
damage rolls against Constructs, and advantage to track or recall information about
them. You learn an additional language."} {:name "Favored Enemy:
Dragons", :description "+4 advantage to damage rolls against Dragons, and advantage
to track or recall information about them. You learn an additional language."}
{:name "Favored Enemy: Elementals", :description "+4 advantage to damage rolls
against Elementals, and advantage to track or recall information about them. You
learn an additional language."} {:name "Favored Enemy: Fiends", :description "+4
advantage to damage rolls against Fiends, and advantage to track or recall
information about them. You learn an additional language."} {:name "Favored Enemy:
Giants", :description "+4 advantage to damage rolls against Giants, and advantage
to track or recall information about them. You learn an additional
language."}], :name "Greater Favored Enemy", :option-pack "UA - The Ranger,
Revised", :key :greater-favored-enemy}}, :orcpub.dnd.e5/classes {:ranger-revised-
{nil nil, :key :ranger-revised-, :weapons {:longbow 1}, :level-modifiers
[{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium}
{:type :armor-prof, :value :shields} {:type :weapon-prof, :value :simple}
{:type :weapon-prof, :value :martial} {:type :num-attacks, :level 5, :value
2}], :name "Ranger (Revised)", :equipment {:arrow 20}, :armor-choices [{:name
"Armor", :options {:scale-mail 1, :leather 1}}], :subclass-level 3, :equipment-
choices [{:name "Equipment", :options {:explorers-pack 1, :dungeoneers-pack
1}}], :option-pack "UA - The Ranger, Revised", :subclass-title "Hunter
Conclave", :weapon-choices [{:name "Weapons", :options {:simple 2, :shortsword
2}}], :level-selections [{:type :ranger-fighting-style, :level 2} {:type :favored-
enemy} {:type :greater-favored-enemy, :level 6}], :spellcasting {:level-factor
2, :known-mode :schedule, :ability :orcpub.dnd.e5.character/wis, :spells-known {2
2, 3 1, 5 1, 7 1, 9 1, 11 1, 13 1, 15 1, 17 1, 19 1}, :spell-list-
kw :ranger}, :ability-increase-levels [4 8 12 16 19], :subclass-help "At 3rd level,
you choose to emulate the ideals and training of a ranger conclave.", :profs {:save
{:orcpub.dnd.e5.character/str true, :orcpub.dnd.e5.character/dex true}, :skill-
options {:options {:animal-handling true, :athletics true, :insight
true, :investigation true, :nature true, :perception true, :stealth true, :survival
true}, :choose 3}}, :hit-die 10, :traits [{:name "Favored Enemy", :description
"Beginning at 1st level, you have significant experience studying, tracking,
hunting, and even talking to a certain type of enemy commonly encountered in the
wilds.\n Choose a type of favored enemy: beasts, fey, humanoids, monstrosities,
or undead. You gain a +2 bonus to damage rolls with weapon attacks against
creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival)
checks to track your favored enemies, as well as on Intelligence checks to recall
information about them.\n When you gain this feature, you also learn one language
of your choice, typically one spoken by your favored enemy or creatures associated
with it. However,
you are free to pick any language you wish to learn."} {:name "Natural
Explorer", :description "You area master of navigating the natural world, and you
react with swift and decisive action when attacked.This grants you the following
benefits:\n • You ignore difficult terrain.\n • You have advantage on
initiative rolls.\n • On your first turn during combat, you have advantage on
attack rolls against creatures that have not yet acted.\n In addition, you are
skilled at navigating the wilderness. You gain the following benefits when
traveling for an hour or more:•Difficult terrain doesn't slow your group's travel.\
n • 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.\n • If you are traveling alone, you can
move stealthily at a normal pace.\n • 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."} {:level
3, :name "Primeval Awareness", :description "Beginning at 3rd level, your mastery
of ranger lore allows you to establish a powerful link to beasts and to the land
around you.\n You have an innate ability to communicate with beasts, and they
recognize you as a kindred spirit. Through sounds and gestures, you can communicate
simple ideas to a beast as an action, and can read its basic mood and intent. You
learn its emotional state, whether it is affected by magic of any sort, its short-
term needs (such as food or safety), and actions you can take (if any) to persuade
it to not attack.\n You cannot use this ability against a creature that you have
attacked within the past 10 minutes.\n Additionally, you can attune your senses
to determine if any of your favored enemies lurk nearby. By spending 1
uninterrupted minute in concentration (as if you were concentrating on a spell),
you can sense whether any of your favored enemies are present within 5 miles of
you. This feature reveals which of your favored enemies are present, their numbers,
and the creatures' general direction and distance (in miles) from you.\n If there
are multiple groups of your favored enemies within range, you learn this
information for each group."} {:level 6, :name "Greater Favored
Enemy", :description "At 6th level, you are ready to hunt even deadlier game.Choose
a type of greater favored enemy: aberrations, celestials, constructs, dragons,
elementals, fiends, or giants.You gain all the benefits against this chosen enemy
that you normally gain against your favored enemy, including an additional
language.Your bonus to damage rolls against all your favored enemies increases to
+4.\n Additionally, you have advantage on saving throws against the spells and
abilities used by a greater favored enemy."} {:level 8, :name "Fleet of
Foot", :description "Beginning at 8th level, you can use the Dash action as a bonus
action on your turn."} {:level 10, :name "Hide in Plain Sight", :description
"Starting at 10th level, you can remain perfectly still for long periods of time to
set up ambushes.\n When you attempt to hide on your turn, you can opt to not move
on that turn. If you avoid moving, creatures that attempt to detect you take a −10
penalty to their Wisdom (Perception) checks until the start of your next turn. You
lose this benefit if you move or fall prone, either voluntarily or because of some
external effect.You are still automatically detected if any effect or action causes
you to no longer be hidden.\n If you are still hidden on your next turn, you can
continue to remain motionless and gain this benefit until you are detected."}
{:name "Vanish", :description "Starting at 14th level, you can use the Hide action
as a bonus action on your turn. Also, you can't be tracked by nonmagical means,
unless you choose to leave a trail.", :level 14} {:name "Feral
Senses", :description "At 18th level, you gain preternatural senses that help you
fight creatures you can't see. When you attack a creature you can't see, your
inability to see it doesn't impose disadvantage on your attack rolls against it.\n
You are also aware of the location of any invisible creature within 30 feet of you,
provided that the creature isn't hidden from you and you aren't blinded or
deafened.", :level 18} {:name "Foe Slayer", :description "At 20th level, you become
an unparalleled hunter. Once on each of your turns, you can add your Wisdom
modifier to the attack roll or the damage roll of an attack you make. You can
choose to use this feature before or after the roll, but before any effects of the
roll are applied.", :level 20}]}}, :orcpub.dnd.e5/subclasses {:beast-conclave
{:class :ranger-revised-, :traits [{:name "Coordinated Attack", :level
5, :description "When you use the Attack action, if your companion can see you it
can attack as a reaction. "} {:level 7, :name "Beast's Defense", :description
"While your companion can see you, it has advantage on all saving throws."} {:name
"Storm of Claws and Fangs", :level 11, :description "You companion can use its
action to make melee attacks against all creatures within 5 ft."} {:level 15, :name
"Superior Beast's Defense", :description "As a reaction, your companion can halve
the damage of an attack it can see."} {:name "Animal Companion", :level
3, :description "Spend 8 hours and 50gp to summon an animal to serve as your
companion. You can only have one animal companion at a time. If your companion is
slain, you can spend 8 hours and 25gp to return them to life."} {:name "Companion's
Bond", :level 3, :description "Your companion gains a variety of benefits while it
is linked to you. These benefits are vast and alter the stats of your animal
companion. To determine your companion's stats, see UA - Ranger, Revised
(https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf)."}], :level-
modifiers [], :option-pack "UA - The Ranger, Revised", :name "Beast Conclave", :key
:beast-conclave, :level-selections [{:type :animal-companion, :level 3}]}, :deep-
stalker-conclave {:class :ranger-revised-, :traits [{:level 3, :name "Underdark
Scout", :description "+10 movement bonus and one extra attack when you use the
Attack action during your first turn of combat. Creatures with darkvision gain no
benefit when attempting to detect you in dark or dim conditions, or when you can
hide from a creature."} {:name "Iron Mind", :level 7, :description "You gain
proficiency in Wisdom saving throws."} {:name "Stalker's Flurry", :level
11, :description "When you miss with an attack, you can make another (once per
turn)."} {:level 15, :name "Stalker's Dodge", :description "When a creature attacks
you without advantage, you can use your reaction to impose disadvantage. You can
use this feature before or after the attack is made, but before the result is
determined."}], :level-modifiers [{:type :spell, :value {:level
1, :ability :wis, :key :disguise-self}, :level 3} {:type :spell, :level 5, :value
{:level 2, :ability :wis, :key :rope-trick}} {:type :spell, :level 9, :value
{:level 3, :ability :wis, :key :glyph-of-warding}} {:type :spell, :level 13, :value
{:level 4, :ability :wis, :key :greater-invisibility}} {:type :spell, :level
17, :value {:level 5, :ability :wis, :key :seeming}} {:type :num-attacks, :level 5,
:value 2}], :option-pack "UA - The Ranger, Revised", :name "Deep Stalker Conclave",
:key :deep-stalker-conclave}, :hunter-conclave {:class :ranger-revised-, :traits
[], :level-modifiers [{:type :num-attacks, :level 5, :value 2}], :option-pack "UA -
The Ranger, Revised", :name "Hunter Conclave", :level-selections [{:type :hunters-
prey, :level 3} {:type :defensive-tactics, :level 7} {:type :multiattack, :level
11} {:type :superior-hunters-defense, :level 15}], :key :hunter-conclave}}}, "UA -
Dragonmarks" {:orcpub.dnd.e5/races {:half-elf-mark-of-detection- {:key :half-elf-
mark-of-detection-, :speed 30, :name "Half-Elf (Mark of Detection)", :darkvision
60, :spells [{:value {:level 1, :key :detect-
magic, :ability :orcpub.dnd.e5.character/int}} {:value {:level 1, :key :detect-
poison-and-disease, :ability :orcpub.dnd.e5.character/int}}], :abilities
{:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/cha
1}, :size :medium, :option-pack "UA - Dragonmarks", :languages #{"Common"
"Elvish"}, :disabled? false, :traits [{:description "You have advantage on saving
throws against being charmed, and magic can't put you to sleep.", :name "Fey
Ancestry"} {:description "When you make an Intelligence (Investigation) or Wisdom
(Insight) check, you can roll one Intuition die, a d4, and add the number rolled to
the ability check.", :name "Deductive Intuition"} {:description "You can cast the
detect magic and detect poison and disease spells, but only as rituals.
Intelligence is your spellcasting ability for these spells.", :name "Sense
Threats"}]}, :half-orc-mark-of-finding- {:key :half-orc-mark-of-finding-, :speed
30, :name "Half-Orc (Mark of Finding)", :darkvision 60, :spells [{:level 3, :value
{:level 2, :key :locate-animals-or-plants}}], :abilities
{:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis
1}, :size :medium, :option-pack "UA - Dragonmarks", :languages #{"Common"
"Orc"}, :traits [{:description "Your mark sharpens your senses and helps you find
your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can
roll one Intuition die, a d4, and add the number rolled to the ability
check.", :name "Hunter's Intuition"} {:description "As a bonus action, choose one
creature you can see within 30 feet of you. The target is imprinted in your mind
until it dies or you use this trait again. Alternatively, you can imprint a
creature as your quarry whenever you succeed on a Wisdom (Survival) check to track
it. When you are tracking your quarry,
double the result of your Intuition die. When your quarry is within 60 feet of
you, you have a general sense of its location. Your attacks against it ignore half
cover. If you can't see the target when you attack it, your inability to see it
doesn't impose disadvantage on the attack roll. Likewise, your quarry doesn't
doesn't gain advantage on attack rolls against you due to being hidden or
invisible. Once you use this trait, you cannot use it again until you finish a
short or long rest.", :name "Imprint Prey"} {:description "When you reach 3rd level
you gain the ability to cast locate animals or plants, but only as a
ritual.", :name "Nature's Voice"}]}, :human-mark-of-handling- {:key :human-mark-of-
handling-, :speed 30, :name "Human (Mark of Handling)", :spells [{:value {:level 1,
:key :animal-friendship}}], :abilities {:orcpub.dnd.e5.character/dex
1, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "UA - Dragonmarks",
:profs {:language-options {:options {:draconic true, :deep-speech true, :orc
true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal
true, :infernal true, :celestial true, :common true, :undercommon true, :primordial
true, :giant true, :halfling true, :goblin true}}}, :languages #{"Common"}, :traits
[{:description "When you make a Wisdom (Animal Handling) or Intelligence (Nature)
check, you can roll one Intuition die, a d4, and add the number rolled to the
ability check.", :name "Wild Intuition"} {:description "You can use the Help action
to aid an ally animal companion or mount within 30 feet of you, rather than 5 feet
of you.", :name "Expert Handling"} {:description "You can cast animal friendship
once with this trait and regain the ability to do so when you finish a short or
long rest. Wisdom is your spellcasting ability for this spell.", :name "Primal
Connection"} {:description "When you cast a spell that affects only beasts, it also
affects monstrosities with an Intelligence score of 3 or lower.", :name "The Bigger
They Are"}]}, :human-mark-of-making- {:key :human-mark-of-making-, :speed 30, :name
"Human (Mark of Making)", :spells [{:value {:key :mending}}], :abilities
{:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/dex
1}, :size :medium, :option-pack "UA - Dragonmarks", :profs {:language-options
{:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish
true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial
true, :common true, :undercommon true, :primordial true, :giant true, :halfling
true, :goblin true}}}, :languages #{"Common"}, :traits [{:description "When you
make an ability check with artisan's tools, roll 1d4 and add it to the
result.", :name "Artisan's Intuition"} {:description "You know the cantrip mending.
You gain proficiency with one type of artisan's tools. Enter this manually.", :name
"Maker's Gift"} {:description "You can create a temporary magic item out of common
materials. Choose a cantrip from the wizard spell list. Describe the item connected
to it. As long as you possess the item, you know that cantrip. At the end of a long
rest, you can replace this with a new item and select a new cantrip from the wizard
spell list. Intelligence is your spellcasting ability for these cantrips.", :name
"Magecraft"} {:description "You can spend one minute to weave a temporary
enchantment into a nonmagical suit of armor or weapon. For the next hour the object
becomes a magic item, gaining a +1 bonus to AC if it's armor or a +1 bonus to hit
and damage if it's a weapon. Once you use this trait, you can't use it again until
you finish a long rest.", :name "Spellsmith"}]}, :human-mark-of-passage-
{:key :human-mark-of-passage-, :speed 40, :name "Human (Mark of
Passage)", :abilities {:orcpub.dnd.e5.character/dex 2}, :size :medium, :option-pack
"UA - Dragonmarks", :profs {:language-options {:options {:draconic true, :deep-
speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish
true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon
true, :primordial true, :giant true, :halfling true, :goblin true}}}, :languages
#{"Common"}, :traits [{:description "Your base walking speed increases to 40
ft.", :name "Courier's Speed"} {:description "When you make a Strength (Athletics)
check or any ability check to operate or maintain a land vehicle, you can roll one
Intuition die, a d4, and add the number rolled to the ability check.", :name
"Intuitive Motion"} {:description "During your turn, you can spend an amount of
movement equal to half your speed to activate this trait. Once you activate Orien's
Grace, you don't provoke opportunity attacks for the rest of the turn.", :name
"Orien's Grace"} {:description "You can use your bonus action to teleport up to
your speed to an unoccupied space that you can see. You can bring one willing
creature of your size or smaller who is carrying gear up to its carrying capacity.
The creature must be within 5 feet of you. Once you use this trait, you can't use
it again until you finish a long rest.", :name "Shared Passage"}]}, :human-mark-of-
sentinel- {:key :human-mark-of-sentinel-, :speed 30, :name "Human (Mark of
Sentinel)", :spells [{:value {:key :blade-ward}} {:value {:level
1, :key :shield}}], :abilities {:orcpub.dnd.e5.character/str
1, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "UA - Dragonmarks",
:profs {:language-options {:options {:draconic true, :deep-speech true, :orc
true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal
true, :infernal true, :celestial true, :common true, :undercommon true, :primordial
true, :giant true, :halfling true, :goblin true}}}, :languages #{"Common"}, :traits
[{:description "When you roll for Initiative or make a Wisdom (Perception) check to
notice a threat, you can roll one Intuition die, a d4, and add the number rolled to
the ability check.", :name "Sentinel's Intuition"} {:description "You know the
blade ward cantrip. You can cast the shield spell once with this trait and you
regain ability to do so after you finish a short or long rest.", :name "Sentinel's
Shield"} {:description "As an action, you can designate an ally you can see as your
ward. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks made to
spot threats to your ward. In addition, when you are within 5 feet of your ward,
and that creature is the target of an attack that you can see, you can use your
reaction to swap places with your ward. When you do, you become the target of the
attack.", :name "Vigilant Guardian"}]}, :half-elf-mark-of-storm- {:key :half-elf-
mark-of-storm-, :speed 30, :name "Half-Elf (Mark of Storm)", :darkvision
60, :spells [{:value {:key :gust}} {:level 3, :value {:level 2, :key :gust-of-
wind}}], :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/cha
1}, :size :medium, :option-pack "UA - Dragonmarks", :languages #{"Common"
"Elvish"}, :props {:swimming-speed 30, :damage-resistance {:lightning
true}}, :traits [{:description "You have advantage on saving throws against being
charmed, and magic can't put you to sleep.", :name "Fey Ancestry"} {:description
"Your base walking speed is 30 feet, and you have a swim speed of 30 feet.", :name
"Sea Monkey"} {:description "When you make a Dexterity (Acrobatics) check or any
ability check involving operating or maintaining a water or air vehicle, you can
roll one Intuition die, a d4, and add the number rolled to the ability
check.", :name "Windwright's Intuition"} {:description "You have resistance to
lightning damage.", :name "Storm's Blessing"} {:description "You know the gust
cantrip. When you reach 3rd level, you can cast the gust of wind spell once with
this trait and regain the ability to do so when you finish a long rest.", :name
"Headwinds"}]}}, :orcpub.dnd.e5/subraces {:charisma-detection-variant-
{:race :half-elf-mark-of-detection-, :traits [], :option-pack "UA -
Dragonmarks", :name "Charisma (Detection Variant)", :abilities
{:orcpub.dnd.e5.character/cha 1}, :key :charisma-detection-variant-}, :mark-of-
healing {:race :halfling, :traits [{:description "When you make a Wisdom (Medicine)
check, you can roll one Intuition die, a d4, and add the number rolled to the
ability check.", :name "Medical Intuition"} {:description "As an action, you can
draw power from your dragonmark to spend one of your Hit Dice and revitalize
yourself or a creature you touch. Roll the die, add your Wisdom modifier, and the
creature regains a number of hit points equal to the total. Once you use this
trait, you can't use it again until you finish a short or long rest.", :name
"Healing Touch"} {:description "You know the cantrip spare the dying. Charisma is
your spellcasting ability for this.", :name "Jorasco's Blessing"}], :option-pack
"UA - Dragonmarks", :name "Mark of Healing", :abilities
{:orcpub.dnd.e5.character/wis 1}, :spells [{:value {:key :spare-the-dying, :ability
:orcpub.dnd.e5.character/cha}}], :key :mark-of-healing}, :mark-of-warding
{:race :dwarf, :traits [{:description "When you make an Intelligence (History),
Intelligence (Investigation), or Thieves' Tools check involving lock and trap
mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the
ability check.", :name "Master of Locks"} {:description "You can use your mark to
cast the alarm spell as a ritual. Starting at 3rd level you can cast arcane lock
once with this trait and you regain the ability to do so when you finish a long
rest. Intelligence is your spellcasting ability for these spells.", :name "Wards
and Seals"}], :option-pack "UA - Dragonmarks", :name "Mark of Warding", :abilities
{:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/int 1}, :spells [{:value
{:level 1, :key :alarm, :ability :orcpub.dnd.e5.character/int}} {:level 3, :value
{:level 2, :key :arcane-lock, :ability :orcpub.dnd.e5.character/int}}], :key :mark-
of-warding},
:charisma-handling-variant- {:race :human-mark-of-handling-, :traits [], :option-
pack "UA - Dragonmarks", :name "Charisma (Handling Variant)", :abilities
{:orcpub.dnd.e5.character/cha 1}, :key :charisma-handling-variant-}, :mark-of-
scribing {:key :mark-of-scribing, :race :gnome, :name "Mark of Scribing", :spells
[{:value {:level 1, :key :comprehend-languages, :ability
:orcpub.dnd.e5.character/int}} {:value
{:key :message, :ability :orcpub.dnd.e5.character/int}}], :abilities
{:orcpub.dnd.e5.character/cha 1}, :option-pack "UA - Dragonmarks", :profs {:tool
{:calligraphers-supplies true, :forgery-kit true}}, :props {:language {:draconic
false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur
false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal
false, :aquan false, :celestial false, :common false, :gith false, :undercommon
false, :primordial false, :quori false, :giant false, :auran false, :halfling
false, :goblin false}}, :traits [{:description "You are proficient with
calligrapher's supplies and forgery kits. When you make an ability check using
either one of these tools, you can roll one Intuition die, a d4, and add the number
rolled to the ability check.", :name "Gifted Scribe"} {:description "You can cast
comprehend languages once with this trait, and you regain the ability to do so when
you finish a long rest. Intelligence is your spellcasting ability for it.", :name
"Scribe's Insight"} {:description "You know the message cantrip. Intelligence is
your spellcasting ability for it.", :name "Whispering Wind"} {:description "You can
speak, read, and write one extra language of your choice. Enter this
manually.", :name "Extra Language"}]}, :dexterity-handling-variant- {:race :human-
mark-of-handling-, :traits [], :option-pack "UA - Dragonmarks", :name "Dexterity
(Handling Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-
handling-variant-}, :wisdom-passage-variant- {:race :human-mark-of-
passage-, :traits [], :option-pack "UA - Dragonmarks", :name "Wisdom (Passage
Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-passage-
variant-}, :charisma-finding-variant- {:race :half-orc-mark-of-finding-, :traits
[], :option-pack "UA - Dragonmarks", :name "Charisma (Finding Variant)", :abilities
{:orcpub.dnd.e5.character/cha 1}, :key :charisma-finding-variant-}, :mark-of-
hospitality {:race :halfling, :traits [{:description "You know the cantrips friends
and prestidigitation. Charisma is your spellcasting ability for them.", :name
"Innkeeper's Charms"} {:description "When you make a Charisma (Persuasion) check or
an ability check involving brewer's supplies or cook's utensils, you can roll one
Intuition die (a d4) and add the number rolled to the ability check.", :name "Ever
Hospitable"}], :option-pack "UA - Dragonmarks", :name "Mark of
Hospitality", :abilities {:orcpub.dnd.e5.character/cha 1}, :spells [{:value
{:key :friends, :ability :orcpub.dnd.e5.character/cha}} {:value
{:key :prestidigitation, :ability :orcpub.dnd.e5.character/cha}}], :key :mark-of-
hospitality}, :dexterity-making-variant- {:race :human-mark-of-making-, :traits [],
:option-pack "UA - Dragonmarks", :name "Dexterity (Making Variant)", :abilities
{:orcpub.dnd.e5.character/dex 1}, :key :dexterity-making-variant-}, :intelligence-
passage-variant- {:race :human-mark-of-passage-, :traits [], :option-pack "UA -
Dragonmarks", :name "Intelligence (Passage Variant)", :abilities
{:orcpub.dnd.e5.character/int 1}, :key :intelligence-passage-
variant-}, :constitution-detection-variant- {:race :half-elf-mark-of-
detection-, :traits [], :option-pack "UA - Dragonmarks", :name "Constitution
(Detection Variant)", :abilities {:orcpub.dnd.e5.character/con
1}, :key :constitution-detection-variant-}, :constitution-handling-variant-
{:race :human-mark-of-handling-, :traits [], :option-pack "UA - Dragonmarks", :name
"Constitution (Handling Variant)", :abilities {:orcpub.dnd.e5.character/con
1}, :key :constitution-handling-variant-}, :dexterity-detection-variant-
{:race :half-elf-mark-of-detection-, :traits [], :option-pack "UA -
Dragonmarks", :name "Dexterity (Detection Variant)", :abilities
{:orcpub.dnd.e5.character/dex 1}, :key :dexterity-detection-variant-}, :wisdom-
sentinel-variant- {:race :human-mark-of-sentinel-, :traits [], :option-pack "UA -
Dragonmarks", :name "Wisdom (Sentinel Variant)", :abilities
{:orcpub.dnd.e5.character/wis 1}, :key :wisdom-sentinel-variant-}, :wisdom-
handling-variant- {:race :human-mark-of-handling-, :traits [], :option-pack "UA -
Dragonmarks", :name "Wisdom (Handling Variant)", :abilities
{:orcpub.dnd.e5.character/wis 1}, :key :wisdom-handling-variant-}, :strength-storm-
variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "UA -
Dragonmarks", :name "Strength (Storm Variant)", :abilities
{:orcpub.dnd.e5.character/str 1}, :darkvision 60, :key :strength-storm-
variant-}, :strength-detection-variant- {:race :half-elf-mark-of-
detection-, :traits [], :option-pack "UA - Dragonmarks", :name "Strength (Detection
Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :darkvision
60, :key :strength-detection-variant-}, :dexterity-sentinel-variant- {:race :human-
mark-of-sentinel-, :traits [], :option-pack "UA - Dragonmarks", :name "Dexterity
(Sentinel Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-
sentinel-variant-}, :constitution-finding-variant- {:race :half-orc-mark-of-
finding-, :traits [], :option-pack "UA - Dragonmarks", :name "Constitution (Finding
Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-finding-
variant-}, :wisdom-detection-variant- {:race :half-elf-mark-of-detection-, :traits
[], :option-pack "UA - Dragonmarks", :name "Wisdom (Detection Variant)", :abilities
{:orcpub.dnd.e5.character/wis 1}, :key :wisdom-detection-variant-}, :intelligence-
making-variant- {:race :human-mark-of-making-, :traits [], :option-pack "UA -
Dragonmarks", :name "Intelligence (Making Variant)", :abilities
{:orcpub.dnd.e5.character/int 1}, :key :intelligence-making-variant-}, :wisdom-
storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "UA -
Dragonmarks", :name "Wisdom (Storm Variant)", :abilities
{:orcpub.dnd.e5.character/wis 1}, :key :wisdom-storm-variant-}, :intelligence-
detection-variant- {:race :half-elf-mark-of-detection-, :traits [], :option-pack
"UA - Dragonmarks", :name "Intelligence (Detection Variant)", :abilities
{:orcpub.dnd.e5.character/int 1}, :key :intelligence-detection-
variant-}, :dexterity-passage-variant- {:race :human-mark-of-passage-, :traits
[], :option-pack "UA - Dragonmarks", :name "Dexterity (Passage
Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-passage-
variant-}, :strength-passage-variant- {:race :human-mark-of-passage-, :traits
[], :option-pack "UA - Dragonmarks", :name "Strength (Passage Variant)", :abilities
{:orcpub.dnd.e5.character/str 1}, :key :strength-passage-variant-}, :charisma-
sentinel-variant- {:race :human-mark-of-sentinel-, :traits [], :option-pack "UA -
Dragonmarks", :name "Charisma (Sentinel Variant)", :abilities
{:orcpub.dnd.e5.character/cha 1}, :key :charisma-sentinel-variant-}, :dexterity-
storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "UA -
Dragonmarks", :name "Dexterity (Storm Variant)", :abilities
{:orcpub.dnd.e5.character/dex 1}, :key :dexterity-storm-variant-}, :charisma-storm-
variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "UA -
Dragonmarks", :name "Charisma (Storm Variant)", :abilities
{:orcpub.dnd.e5.character/cha 1}, :key :charisma-storm-variant-}, :wisdom-finding-
variant- {:race :half-orc-mark-of-finding-, :traits [], :option-pack "UA -
Dragonmarks", :name "Wisdom (Finding Variant)", :abilities
{:orcpub.dnd.e5.character/wis 1}, :key :wisdom-finding-variant-}, :intelligence-
handling-variant- {:race :human-mark-of-handling-, :traits [], :option-pack "UA -
Dragonmarks", :name "Intelligence (Handling Variant)", :abilities
{:orcpub.dnd.e5.character/int 1}, :key :intelligence-handling-
variant-}, :intelligence-sentinel-variant- {:race :human-mark-of-sentinel-, :traits
[], :option-pack "UA - Dragonmarks", :name "Intelligence (Sentinel
Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-
sentinel-variant-}, :constitution-sentinel-variant- {:race :human-mark-of-
sentinel-, :traits [], :option-pack "UA - Dragonmarks", :name "Constitution
(Sentinel Variant)", :abilities {:orcpub.dnd.e5.character/con
1}, :key :constitution-sentinel-variant-}, :intelligence-finding-variant-
{:race :half-orc-mark-of-finding-, :traits [], :option-pack "UA -
Dragonmarks", :name "Intelligence (Finding Variant)", :abilities
{:orcpub.dnd.e5.character/int 1}, :key :intelligence-finding-
variant-}, :intelligence-storm-variant- {:race :half-elf-mark-of-storm-, :traits
[], :option-pack "UA - Dragonmarks", :name "Intelligence (Storm
Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-storm-
variant-}, :strength-finding-variant- {:race :half-orc-mark-of-finding-, :traits
[], :option-pack "UA - Dragonmarks", :name "Strength (Finding Variant)", :abilities
{:orcpub.dnd.e5.character/str 1}, :darkvision 60, :key :strength-finding-variant-},
:mark-of-shadow {:race :elf, :traits [{:description "You gain proficiency with one
musical instrument or the Performance skill. Enter this manually.", :name "Natural
Talent"} {:description "When you make a Charisma (Performance) or Dexterity
(Stealth) check, you can roll one Intuition die, a d4, and add the number rolled to
the ability check.", :name "Gift of the Shadows"} {:description "You know the minor
illusion cantrip. Charisma is your spellcasting ability for this trait.", :name
"Shape Shadows"} {:description "You can use the Hide action as a bonus action, even
if you have no cover or if you're under observation. Regardless of whether you
succeed
or fail, once you use this ability, you can't use it again until you finish a
short or long rest.", :name "Slip Into Shadow"}], :option-pack "UA -
Dragonmarks", :name "Mark of Shadow", :abilities {:orcpub.dnd.e5.character/cha
1}, :spells [{:value {:key :minor-illusion, :ability
:orcpub.dnd.e5.character/cha}}], :key :mark-of-shadow}, :strength-handling-variant-
{:race :human-mark-of-handling-, :traits [], :option-pack "UA - Dragonmarks", :name
"Strength (Handling Variant)", :abilities {:orcpub.dnd.e5.character/str
1}, :key :strength-handling-variant-}, :charisma-passage-variant- {:race :human-
mark-of-passage-, :traits [], :option-pack "UA - Dragonmarks", :name "Charisma
(Passage Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-
passage-variant-}, :constitution-passage-variant- {:race :human-mark-of-
passage-, :traits [], :option-pack "UA - Dragonmarks", :name "Constitution (Passage
Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-passage-
variant-}, :dexterity-finding-variant- {:race :half-orc-mark-of-finding-, :traits
[], :option-pack "UA - Dragonmarks", :name "Dexterity (Finding
Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-finding-
variant-}, :strength-sentinel-variant- {:race :human-mark-of-sentinel-, :traits [],
:option-pack "UA - Dragonmarks", :name "Strength (Sentinel Variant)", :abilities
{:orcpub.dnd.e5.character/str 1}, :key :strength-sentinel-variant-}, :constitution-
storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "UA -
Dragonmarks", :name "Constitution (Storm Variant)", :abilities
{:orcpub.dnd.e5.character/con 1}, :key :constitution-storm-
variant-}}, :orcpub.dnd.e5/feats {:greater-dragonmark-passage {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/con}, :prereqs
#{}, :option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Passage", :path-
prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false,
:halfling false, :human-mark-of-making- false, :human-mark-of-passage-
true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size
and power. This enhances your existing dragonmark, and the benefits are based on
the mark that you already possess. A greater dragonmark provides the following
benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n•
Increase your Dexterity or Constitution ability score by 1, to a maximum of 20.\n•
You learn the blink and teleportation circle spells, each of which you can cast
once without expending a spell slot or using a material component. Constitution is
your spellcasting ability for these spells. You must complete a long rest in order
to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-
dragonmark-passage}, :greater-dragonmark-shadow {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/cha}, :prereqs
#{}, :option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Shadow", :path-
prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false,
:halfling false, :human-mark-of-making- false, :human-mark-of-passage-
false, :gnome false, :human-mark-of-sentinel- false, :elf true}}, :description
"Prerequisite: 8th level\nYour dragonmark has grown in size and power. This
enhances your existing dragonmark, and the benefits are based on the mark that you
already possess. A greater dragonmark provides the following benefits:\n• The die
type of your dragonmarked Intuition Die increases by one. \n• Increase your
Charisma or Dexterity ability score by 1, to a maximum of 20.\n• You learn the
nondetection and mislead spells, each of which you can cast once without expending
a spell slot or using a material component. Charisma is your spellcasting ability
for these spells. You must complete a long rest in order to regain the use of these
spells.", :props {:ritual-casting false}, :key :greater-dragonmark-
shadow}, :greater-dragonmark-detection {:ability-increases
#{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :prereqs
#{}, :option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Detection", :path-
prereqs {:race {:half-elf-mark-of-detection- true}}, :description "Prerequisite:
8th level\nYour dragonmark has grown in size and power. This enhances your existing
dragonmark, and the benefits are based on the mark that you already possess. A
greater dragonmark provides the following benefits:\n• The die type of your
dragonmarked Intuition Die increases by one. \n• Increase your Charisma or
Intelligence ability score by 1, to a maximum of 20.\n• You learn the see
invisibility and true seeing spells, each of which you can cast once without
expending a spell slot or using a material component. Intelligence is your
spellcasting ability for these spells. You must complete a long rest in order to
regain the use of these spells.", :props {:ritual-casting false}, :key :greater-
dragonmark-detection}, :greater-dragonmark-healing {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/wis}, :prereqs
#{}, :option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Healing", :path-
prereqs {:race {:half-elf-mark-of-detection- false, :halfling true}}, :description
"Prerequisite: 8th level\nYour dragonmark has grown in size and power. This
enhances your existing dragonmark, and the benefits are based on the mark that you
already possess. A greater dragonmark provides the following benefits:\n• The die
type of your dragonmarked Intuition Die increases by one. \n• Increase your
Dexterity or Wisdom ability score by 1, to a maximum of 20.\n• You learn the mass
healing word and greater restoration spells, each of which you can cast once
without expending a spell slot or using a material component. Wisdom is your
spellcasting ability for these spells. You must complete a long rest in order to
regain the use of these spells.", :props {:ritual-casting false}, :key :greater-
dragonmark-healing}, :greater-dragonmark-storm {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/cha}, :prereqs
#{}, :option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Storm", :path-
prereqs {:race {:half-elf-mark-of-detection- false, :elf false, :human-mark-of-
making- false, :human-mark-of-sentinel- false, :half-elf-mark-of-storm-
true, :gnome false, :human-mark-of-passage- false, :human-mark-of-handling-
false, :halfling false}}, :description "Prerequisite: 8th level\nYour dragonmark
has grown in size and power. This enhances your existing dragonmark, and the
benefits are based on the mark that you already possess. A greater dragonmark
provides the following benefits:\n• The die type of your dragonmarked Intuition Die
increases by one. \n• Increase your Charisma or Dexterity ability score by 1, to a
maximum of 20.\n• You learn the control water and control wind spells, each of
which you can cast once without expending a spell slot or using a material
component. Charisma is your spellcasting ability for these spells. You must
complete a long rest in order to regain the use of these spells.", :props {:ritual-
casting false}, :key :greater-dragonmark-storm}, :greater-dragonmark-warding
{:ability-increases #{:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/dex}, :prereqs #{}, :option-pack "UA - Dragonmarks", :name
"Greater Dragonmark: Warding", :path-prereqs {:race {:half-elf-mark-of-detection-
false, :elf false, :human-mark-of-making- false, :human-mark-of-sentinel-
false, :half-elf-mark-of-storm- false, :gnome false, :dwarf true, :human-mark-of-
passage- false, :human-mark-of-handling- false, :halfling false}}, :description
"Prerequisite: 8th level\nYour dragonmark has grown in size and power. This
enhances your existing dragonmark, and the benefits are based on the mark that you
already possess. A greater dragonmark provides the following benefits:\n• The die
type of your dragonmarked Intuition Die increases by one. \n• Increase your
Dexterity or Intelligence ability score by 1, to a maximum of 20.\n• You learn the
knock, glyph of warding, and leomund's secret chest spells, each of which you can
cast once without expending a spell slot or using a material component. To cast
Leomund's secret chest using this feat and the Mark of Warding, you must have a
Siberys dragonshard with a value of at least 100 gp. While you have this
dragonshard in hand, it serves as the spell's focus, and you can use it to summon
and dismiss the chest. Intelligence is your spellcasting ability for these spells.
You must complete a long rest in order to regain the use of these spells.", :props
{:ritual-casting false}, :key :greater-dragonmark-warding}, :greater-dragonmark-
handling {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/wis}, :prereqs
#{}, :option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Handling", :path-
prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling-
true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size
and power. This enhances your existing dragonmark, and the benefits are based on
the mark that you already possess. A greater dragonmark provides the following
benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n•
Increase your Dexterity or Wisdom ability score by 1, to a maximum of 20.\n• You
learn the beast sense and dominate beast spells, each of which you can cast once
without expending a spell slot or using a material component. Wisdom is your
spellcasting ability for these spells. You must complete a long rest in order to
regain the use of these spells.", :props {:ritual-casting false}, :key :greater-
dragonmark-handling}, :greater-dragonmark-finding {:ability-increases
#{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-
pack "UA - Dragonmarks", :name
"Greater Dragonmark: Finding", :path-prereqs {:race {:half-elf-mark-of-detection-
false, :half-orc-mark-of-finding- true}}, :description "Prerequisite: 8th level\
nYour dragonmark has grown in size and power. This enhances your existing
dragonmark, and the benefits are based on the mark that you already possess. A
greater dragonmark provides the following benefits:\n• The die type of your
dragonmarked Intuition Die increases by one. \n• Increase your Dexterity, Strength
or Wisdom ability score by 1, to a maximum of 20.\n• You learn the locate creature
and find the path spells, each of which you can cast once without expending a spell
slot or using a material component. Wisdom is your spellcasting ability for these
spells. You must complete a long rest in order to regain the use of these spells.",
:props {:ritual-casting false}, :key :greater-dragonmark-finding}, :greater-
dragonmark-sentinel {:ability-increases
#{:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/str}, :prereqs
#{}, :option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Sentinel", :path-
prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false,
:halfling false, :human-mark-of-making- false, :human-mark-of-passage-
false, :gnome false, :human-mark-of-sentinel- true}}, :description "Prerequisite:
8th level\nYour dragonmark has grown in size and power. This enhances your existing
dragonmark, and the benefits are based on the mark that you already possess. A
greater dragonmark provides the following benefits:\n• The die type of your
dragonmarked Intuition Die increases by one. \n• Increase your Strength or Wisdom
ability score by 1, to a maximum of 20.\n• You learn the compelled duel and warding
bond spells, each of which you can cast once without expending a spell slot or
using a material component. Wisdom is your spellcasting ability for these spells.
You must complete a short or long rest in order to regain the use of these
spells.", :props {:ritual-casting false}, :key :greater-dragonmark-
sentinel}, :aberrant-dragonmark {:ability-increases
#{:orcpub.dnd.e5.character/con}, :prereqs #{}, :name "Aberrant
Dragonmark", :option-pack "UA - Dragonmarks", :description "Prerequisite: No
existing Dragonmark.\nYou have manifested an aberrant dragonmark. Determine its
appearance and the flaw associated with it. You gain the following benefits:\n•
Increase your Constitution score by 1, to a maximum of 20.\n• You learn a cantrip
from the sorcerer spell list. In addition, choose a 1st-level spell from the
sorcerer spell list. You learn that spell and can cast it at its lowest level. Once
you cast it you must finish a long rest before you can cast it again. Constitution
is your spellcasting ability for these spells.\n• You can increase the power of
your aberrant spells at the risk of your own vitality. When you cast a spell with
your aberrant mark, you can use one of your Hit Dice to increase the spell's level
by 1. Immediately after you cast the spell, roll the Hit Die. You take damage equal
to the number rolled.", :key :aberrant-dragonmark}, :greater-dragonmark-hospitality
{:ability-increases #{:orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "UA - Dragonmarks", :name
"Greater Dragonmark: Hospitality", :path-prereqs {:race {:half-elf-mark-of-
detection- false, :human-mark-of-handling- false, :halfling true}}, :description
"Prerequisite: 8th level\nYour dragonmark has grown in size and power. This
enhances your existing dragonmark, and the benefits are based on the mark that you
already possess. A greater dragonmark provides the following benefits:\n• The die
type of your dragonmarked Intuition Die increases by one. \n• Increase your
Charisma or Dexterity ability score by 1, to a maximum of 20.\n• You learn the
sanctuary and mordenkainen's magnificent mansion spells, each of which you can cast
once without expending a spell slot or using a material component. Charisma is your
spellcasting ability for these spells. You must complete a long rest in order to
regain the use of these spells.", :props {:ritual-casting false}, :key :greater-
dragonmark-hospitality}, :greater-dragonmark-making {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int}, :prereqs
#{}, :option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Making", :path-
prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false,
:halfling false, :human-mark-of-making- true}}, :description "Prerequisite: 8th
level\nYour dragonmark has grown in size and power. This enhances your existing
dragonmark, and the benefits are based on the mark that you already possess. A
greater dragonmark provides the following benefits:\n• The die type of your
dragonmarked Intuition Die increases by one. \n• Increase your Dexterity or
Intelligence ability score by 1, to a maximum of 20.\n• You learn the fabricate and
creation spells, each of which you can cast once without expending a spell slot or
using a material component. Intelligence is your spellcasting ability for these
spells. You must complete a long rest in order to regain the use of these spells.",
:props {:ritual-casting false}, :key :greater-dragonmark-making}, :greater-
dragonmark-scribing {:ability-increases
#{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :prereqs
#{}, :option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Scribing", :path-
prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false,
:halfling false, :human-mark-of-making- false, :human-mark-of-passage-
false, :gnome true}}, :description "Prerequisite: 8th level\nYour dragonmark has
grown in size and power. This enhances your existing dragonmark, and the benefits
are based on the mark that you already possess. A greater dragonmark provides the
following benefits:\n• The die type of your dragonmarked Intuition Die increases by
one. \n• Increase your Intelligence or Charisma ability score by 1, to a maximum of
20.\n• You learn the sending and tongues spells, each of which you can cast once
without expending a spell slot or using a material component. Intelligence is your
spellcasting ability for these spells. You must complete a short or long rest in
order to regain the use of these spells.", :props {:ritual-casting
false}, :key :greater-dragonmark-scribing}}, :disabled? false}, "UA - Races of
Eberron" {:orcpub.dnd.e5/races {:kalashtar {:key :kalashtar, :speed 30, :name
"Kalashtar", :abilities {:orcpub.dnd.e5.character/wis 1,
:orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "UA - Races of
Eberron", :profs {:language-options {:options {:draconic true, :deep-speech
true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish
true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon
true, :primordial true, :giant true, :halfling true, :goblin true}}}, :languages
#{"Common" "Quori"}, :props {:damage-resistance {:psychic true}}, :traits
[{:description "When you make a Wisdom saving throw, you can use your reaction to
gain advantage on the roll. You can use this trait immediately before or after you
roll, but before any of the roll's effects occur.", :name "Dual Mind"}
{:description "You have resistance to psychic damage.", :name "Mental Discipline"}
{:description "You can speak telepathically to any creature you can see within 60
feet of you. You don't need to share a language with the creature for it to
understand your telepathic messages, but the creature must be able to understand at
least one language or be telepathic itself.\n\nAs a bonus action when you're
speaking telepathically to a creature, you can give that creature the ability to
speak telepathically to you until the start of your next turn. To use this ability,
the creature must be within 60 feet of you and able to see you.", :name "Mind
Link"} {:description "Choose one of the following skills: Insight, Intimidation,
Performance, or Persuasion. You have advantage on all ability checks you make with
that skill.", :name "Psychic Glamour"} {:description "Kalashtar sleep, but they
don't connect to the plane of dreams as other creatures do. Instead, their minds
draw from the memories of their otherworldly spirit while they sleep. As such, you
are immune to spells and other magical effects that require you to dream, like the
dream spell, but not to spells and effects that put you to sleep, like the sleep
spell.", :name "Severed from Dreams"}]}, :changeling {:key :changeling, :speed 30,
:name "Changeling", :abilities {:orcpub.dnd.e5.character/cha
2}, :size :medium, :option-pack "UA - Races of Eberron", :profs {:skill-options
{:choose 2, :options {:deception true, :insight true, :intimidation
true, :persuasion true}}, :language-options {:choose 2, :options {:draconic
true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan
true, :elvish true, :abyssal true, :infernal true, :celestial true, :common
true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin
true}}}, :languages #{"Common"}, :traits [{:description "As an action, you can
transform your appearance or revert to your natural form. You can't duplicate the
appearance of a creature you've never seen, and you revert to your natural form if
you die.\n\nYou decide what you look like, including your height, weight, facial
features, the sound of your voice, coloration, hair length,sex, and any other
distinguishing characteristics. You can make yourself appear as a member of another
race, though none of your game statistics change. You also can't appear as a
creature of a different size than you, and your basic shape stays the same; if
you're bipedal, you can't use this trait to become quadrupedal, for instance. Your
clothing and other equipment don't change in appearance, size, or shape to match
your new form, requiring you to keep a few extra outfits on hand
to make the most compelling disguise possible.\n\nEven to the most astute
observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary
creature suspects something is amiss, you have advantage on any Charisma(Deception)
check you make to avoid detection.", :name "Change Appearance"} {:description "When
a creature you can see makes an attack roll against you, you can use your reaction
to impose disadvantage on the roll. You must use this feature before knowing
whether the attack hits or misses. Using this trait reveals your shapeshifting
nature to any creature within 30 feet that can see you. Once you use this trait,
you can't use it again until you finish a short or long rest.", :name "Unsettling
Visage"} {:description "You gain proficiency with one tool of your choice (enter
this manually). Define a persona associated with that proficiency: establish the
name, race, gender, age, and other details. While you are in the form of this
persona, the related proficiency bonus is doubled for any ability check you make
that uses that proficiency.", :name "Divergent Persona"}]}, :shifter
{:key :shifter, :speed 30, :name "Shifter", :darkvision 60, :abilities
{:orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "UA - Races of
Eberron", :languages #{"Common"}, :props {:skill-prof {:perception true}}, :traits
[{:description "You have superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and in darkness as if
it were dim light. You can't discern color in darkness, only shades of
gray.", :name "Darkvision"} {:description "You have proficiency with the Perception
skill.", :name "Keen Senses"} {:description "As a bonus action, you can assume a
more bestial appearance. This transformation lasts for 1 minute, until you die, or
until you revert to your normal appearance as a bonus action. When you shift, you
gain temporary hit points equal to your level + your Constitution modifier (minimum
of 1 temporary hit point). You also gain additional benefits that depend on your
shifter subrace, described below. Once you shift, you can't do so again until you
finish a short or long rest.", :name "Shifting"}]}, :warforged
{:key :warforged, :speed 30, :name "Warforged", :abilities
{:orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "UA - Races of
Eberron", :languages #{"Common"}, :props {:damage-resistance {:poison
true}}, :traits [{:description "You were created to have remarkable fortitude,
represented by the following benefits:\n• You have advantage on saving throws
against being poisoned, and you have resistance to poison damage.\n• You are immune
to disease.\n• You don't need to eat, drink, or breathe.\n• You don't need to sleep
and don't suffer the effects of exhaustion due to lack of rest, and magic can't put
you to sleep.", :name "Warforged Resilience"} {:description "When you take a long
rest, you must spend at least six hours of it in an inactive, motionless state,
rather than sleeping. In this state, you appear inert, but it doesn't render you
unconscious, and you can see and hear as normal.", :name "Sentry's Rest"}
{:description "Your body has built-in protective layers, which determine your Armor
Class. You gain no benefit from wearing armor, but if you are using a shield, you
apply its bonus as normal. You can alter your body to enter different defensive
modes; each time you finish a long rest, choose one mode to adopt from the
Integrated Protection table, provided you meet the mode's prerequisite. ---- \n\
nDarkwood core (unarmored) - Prerequisite: None - AC = 11 + your Dexterity modifier
(add proficiency bonus if proficient with light armor) ---- \nComposite plating
(armor) - Prerequisite: Medium armor proficiency - AC = 13 + your Dexterity
modifier (maximum of 2) + your proficiency bonus ---- \nHeavy plating (armor) -
Prerequisite: Heavy armor proficiency - AC = 16 + your proficiency bonus;
disadvantage on Dexterity (Stealth) checks", :name "Integrated
Protection"}]}}, :orcpub.dnd.e5/languages {:quori {:option-pack "UA - Races of
Eberron", :name "Quori", :description "You can speak, read, and write Quori.", :key
:quori}}, :orcpub.dnd.e5/subraces {:strength-kalashtar-variant-
{:race :kalashtar, :traits [], :option-pack "UA - Races of Eberron", :name
"Strength (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/str
1}, :key :strength-kalashtar-variant-}, :juggernaut {:race :warforged, :traits
[{:description "When you hit with an unarmed strike, you can deal 1d4 + your
Strength modifier bludgeoning damage, instead of the normal damage for an unarmed
strike.", :name "Iron Fists"} {:description "You count as one size larger when
determining your carrying capacity and the weight you can push, drag, or
lift.", :name "Powerful Build"}], :name "Juggernaut", :option-pack "UA - Races of
Eberron", :abilities {:orcpub.dnd.e5.character/str 2}, :key :juggernaut, :props
{:saving-throw-advantage {:poisoned true}}}, :envoy-str-wis-
{:race :warforged, :traits [{:description "You gain one skill proficiency of your
choice, one tool proficiency of your choice, and fluency in one language of your
choice (enter the language and tool proficiencies manually).", :name "Specialized
Design"} {:description "Choose one tool you're proficient with. This tool is
integrated into your body, and you double your proficiency bonus for any ability
checks you make with it. You must have your hands free to use this integrated
tool.", :name "Integrated Tool"}], :name "Envoy (STR-WIS)", :option-pack "UA -
Races of Eberron", :profs {:skill-options {:options {:religion true, :persuasion
true, :investigation true, :acrobatics true, :performance true, :perception
true, :sleight-of-hand true, :survival true, :history true, :animal-handling
true, :nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language
{:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish
false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal
false, :infernal false, :aquan false, :celestial false, :common false, :gith false,
:undercommon false, :primordial false, :quori false, :giant false, :auran
false, :halfling false, :goblin false}, :damage-resistance {:poison
false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-str-wis-, :abilities
{:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 1}}, :envoy-cha-int-
{:race :warforged, :traits [{:description "You gain one skill proficiency of your
choice, one tool proficiency of your choice, and fluency in one language of your
choice (enter the language and tool proficiencies manually).", :name "Specialized
Design"} {:description "Choose one tool you're proficient with. This tool is
integrated into your body, and you double your proficiency bonus for any ability
checks you make with it. You must have your hands free to use this integrated
tool.", :name "Integrated Tool"}], :name "Envoy (CHA-INT)", :option-pack "UA -
Races of Eberron", :profs {:skill-options {:options {:religion true, :persuasion
true, :investigation true, :acrobatics true, :performance true, :perception
true, :sleight-of-hand true, :survival true, :history true, :animal-handling
true, :nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language
{:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish
false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal
false, :infernal false, :aquan false, :celestial false, :common false, :gith false,
:undercommon false, :primordial false, :quori false, :giant false, :auran
false, :halfling false, :goblin false}, :damage-resistance {:poison
false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-cha-int-, :abilities
{:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/int 1}}, :envoy-con-str-
{:race :warforged, :traits [{:description "You gain one skill proficiency of your
choice, one tool proficiency of your choice, and fluency in one language of your
choice (enter the language and tool proficiencies manually).", :name "Specialized
Design"} {:description "Choose one tool you're proficient with. This tool is
integrated into your body, and you double your proficiency bonus for any ability
checks you make with it. You must have your hands free to use this integrated
tool.", :name "Integrated Tool"}], :name "Envoy (CON-STR)", :option-pack "UA -
Races of Eberron", :profs {:skill-options {:options {:religion true, :persuasion
true, :investigation true, :acrobatics true, :performance true, :perception
true, :sleight-of-hand true, :survival true, :history true, :animal-handling
true, :nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language
{:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish
false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal
false, :infernal false, :aquan false, :celestial false, :common false, :gith false,
:undercommon false, :primordial false, :quori false, :giant false, :auran
false, :halfling false, :goblin false}, :damage-resistance {:poison
false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-con-str-, :abilities
{:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 1}}, :longtooth
{:race :shifter, :traits [{:description "You have proficiency with the Intimidation
skill.", :name "Fierce"} {:description "While shifted, you can use your elongated
fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you
can deal piercing damage equal to 1d6 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.",
:name "Shifting Feature"}], :name "Longtooth", :option-pack "UA - Races of
Eberron", :abilities {:orcpub.dnd.e5.character/str 2}, :props {:skill-prof
{:intimidation true}}, :key :longtooth}, :wildhunt {:race :shifter, :traits
[{:description "You have proficiency with the Survival skill.", :name "Natural
Tracker"} {:description "As a bonus action, you can mark one creature you can see
within 10 feet of you. Until the end of your next long rest, your proficiency bonus
is doubled for any ability check you make to find the marked creature, and you
always know the location of that creature if it is within 60 feet of you. You can't
use this trait again until you finish a short or long rest.", :name "Mark the
Scent"} {:description "While shifted, you have advantage on Wisdom checks.", :name
"Shifting Feature"}], :name "Wildhunt", :option-pack "UA - Races of
Eberron", :abilities {:orcpub.dnd.e5.character/wis 2}, :props {:skill-prof
{:survival true}}, :key :wildhunt}, :envoy-con-dex- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.", :name "Integrated
Tool"}], :name "Envoy (CON-DEX)", :option-pack "UA - Races of Eberron", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-con-dex-, :abilities {:orcpub.dnd.e5.character/con
1, :orcpub.dnd.e5.character/dex 1}}, :envoy-dex-int- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.", :name "Integrated
Tool"}], :name "Envoy (DEX-INT)", :option-pack "UA - Races of Eberron", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-dex-int-, :abilities {:orcpub.dnd.e5.character/dex
1, :orcpub.dnd.e5.character/int 1}}, :envoy-dex-wis- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.", :name "Integrated
Tool"}], :name "Envoy (DEX-WIS)", :option-pack "UA - Races of Eberron", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-dex-wis-, :abilities {:orcpub.dnd.e5.character/dex
1, :orcpub.dnd.e5.character/wis 1}}, :swiftstride {:race :shifter, :traits
[{:description "You have proficiency with the Acrobatics skill.", :name "Graceful"}
{:description "Your walking speed increases by 5 feet.", :name "Swift Stride"}
{:description "While shifted, your walking speed increases by 5 feet. Additionally,
you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet
of you. This movement doesn't provoke opportunity attacks.", :name "Shifting
Feature"}], :name "Swiftstride", :option-pack "UA - Races of Eberron", :abilities
{:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/dex 1}, :props {:skill-
prof {:acrobatics true}}, :speed 35, :key :swiftstride}, :wisdom-kalashtar-variant-
{:race :kalashtar, :traits [], :option-pack "UA - Races of Eberron", :name "Wisdom
(Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-
kalashtar-variant-}, :envoy-int-str- {:race :warforged, :traits [{:description "You
gain one skill proficiency of your choice, one tool proficiency of your choice, and
fluency in one language of your choice (enter the language and tool proficiencies
manually).", :name "Specialized Design"} {:description "Choose one tool you're
proficient with. This tool is integrated into your body, and you double your
proficiency bonus for any ability checks you make with it. You must have your hands
free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (INT-
STR)", :option-pack "UA - Races of Eberron", :profs {:skill-options {:options
{:religion true, :persuasion true, :investigation true, :acrobatics
true, :performance true, :perception true, :sleight-of-hand true, :survival
true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-int-str-, :abilities {:orcpub.dnd.e5.character/int
1, :orcpub.dnd.e5.character/str 1}}, :envoy-dex-str- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.", :name "Integrated
Tool"}], :name "Envoy (DEX-STR)", :option-pack "UA - Races of Eberron", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-dex-str-, :abilities {:orcpub.dnd.e5.character/dex
1, :orcpub.dnd.e5.character/str 1}}, :envoy-cha-con- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.",
:name "Integrated Tool"}], :name "Envoy (CHA-CON)", :option-pack "UA - Races of
Eberron", :profs {:skill-options {:options {:religion true, :persuasion
true, :investigation true, :acrobatics true, :performance true, :perception
true, :sleight-of-hand true, :survival true, :history true, :animal-handling
true, :nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language
{:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish
false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal
false, :infernal false, :aquan false, :celestial false, :common false, :gith false,
:undercommon false, :primordial false, :quori false, :giant false, :auran
false, :halfling false, :goblin false}, :damage-resistance {:poison
false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-cha-con-, :abilities
{:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/cha 1}}, :beasthide
{:race :shifter, :traits [{:description "Whenever you shift, you gain 1d6
additional temporary hit points, and while shifted, you have a +1 bonus to your
AC.", :name "Shifting Feature"} {:description "You have proficiency with the
Athletics skill.", :name "Tough"}], :option-pack "UA - Races of Eberron", :name
"Beasthide", :abilities {:orcpub.dnd.e5.character/con 2}, :props {:skill-prof
{:athletics true}}, :key :beasthide}, :constitution-kalashtar-variant-
{:race :kalashtar, :traits [], :option-pack "UA - Races of Eberron", :name
"Constitution (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/con
1}, :key :constitution-kalashtar-variant-}, :charisma-kalashtar-variant-
{:race :kalashtar, :traits [], :option-pack "UA - Races of Eberron", :name
"Charisma (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/cha
1}, :key :charisma-kalashtar-variant-}, :skirmisher {:race :warforged, :traits
[{:description "Your walking speed increases by 5 feet.", :name "Swift"}
{:description "When you are traveling alone for an extended period of time (one
hour or more), you can move stealthily at a normal pace. (See chapter 8 of the
Player's Handbook for information about travel pace.)", :name "Light Step"}], :name
"Skirmisher", :option-pack "UA - Races of Eberron", :abilities
{:orcpub.dnd.e5.character/dex 2}, :speed 35, :key :skirmisher, :props {:saving-
throw-advantage {:poisoned true}}}, :envoy-cha-dex- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.", :name "Integrated
Tool"}], :name "Envoy (CHA-DEX)", :option-pack "UA - Races of Eberron", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-cha-dex-, :abilities {:orcpub.dnd.e5.character/dex
1, :orcpub.dnd.e5.character/cha 1}}, :envoy-cha-str- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.", :name "Integrated
Tool"}], :name "Envoy (CHA-STR)", :option-pack "UA - Races of Eberron", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-cha-str-, :abilities {:orcpub.dnd.e5.character/str
1, :orcpub.dnd.e5.character/cha 1}}, :dexterity-changeling-variant-
{:race :changeling, :traits [], :option-pack "UA - Races of Eberron", :name
"Dexterity (Changeling Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key
:dexterity-changeling-variant-}, :envoy-con-int- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.", :name "Integrated
Tool"}], :name "Envoy (CON-INT)", :option-pack "UA - Races of Eberron", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-con-int-, :abilities {:orcpub.dnd.e5.character/con
1, :orcpub.dnd.e5.character/int 1}}, :envoy-con-wis- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.", :name "Integrated
Tool"}], :name "Envoy (CON-WIS)", :option-pack "UA - Races of Eberron", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false, :undercommon false, :primordial
false, :quori false, :giant false, :auran false, :halfling false, :goblin
false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned
true}}, :key :envoy-con-wis-, :abilities {:orcpub.dnd.e5.character/con
1, :orcpub.dnd.e5.character/wis 1}}, :envoy-cha-wis- {:race :warforged, :traits
[{:description "You gain one skill proficiency of your choice, one tool proficiency
of your choice, and fluency in one language of your choice (enter the language and
tool proficiencies manually).", :name "Specialized Design"} {:description "Choose
one tool you're proficient with. This tool is integrated into your body, and you
double your proficiency bonus for any ability checks you make with it. You must
have your hands free to use this integrated tool.", :name "Integrated
Tool"}], :name "Envoy (CHA-WIS)", :option-pack "UA - Races of Eberron", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech
false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra
false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false,
:celestial false, :common false, :gith false,
:undercommon false, :primordial false, :quori false, :giant false, :auran
false, :halfling false, :goblin false}, :damage-resistance {:poison
false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-cha-wis-, :abilities
{:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/wis 1}}, :envoy-int-wis-
{:race :warforged, :traits [{:description "You gain one skill proficiency of your
choice, one tool proficiency of your choice, and fluency in one language of your
choice (enter the language and tool proficiencies manually).", :name "Specialized
Design"} {:description "Choose one tool you're proficient with. This tool is
integrated into your body, and you double your proficiency bonus for any ability
checks you make with it. You must have your hands free to use this integrated
tool.", :name "Integrated Tool"}], :name "Envoy (INT-WIS)", :option-pack "UA -
Races of Eberron", :profs {:skill-options {:options {:religion true, :persuasion
true, :investigation true, :acrobatics true, :performance true, :perception
true, :sleight-of-hand true, :survival true, :history true, :animal-handling
true, :nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language
{:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish
false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal
false, :infernal false, :aquan false, :celestial false, :common false, :gith false,
:undercommon false, :primordial false, :quori false, :giant false, :auran
false, :halfling false, :goblin false}, :damage-resistance {:poison
false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-int-wis-, :abilities
{:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/wis 1}}, :dexterity-
kalashtar-variant- {:race :kalashtar, :traits [], :option-pack "UA - Races of
Eberron", :name "Dexterity (Kalashtar Variant)", :abilities
{:orcpub.dnd.e5.character/dex 1}, :key :dexterity-kalashtar-
variant-}, :intelligence-kalashtar-variant- {:race :kalashtar, :traits [], :option-
pack "UA - Races of Eberron", :name "Intelligence (Kalashtar Variant)", :abilities
{:orcpub.dnd.e5.character/int 1}, :key :intelligence-kalashtar-
variant-}, :intelligence-changeling-variant- {:race :changeling, :traits
[], :option-pack "UA - Races of Eberron", :name "Intelligence (Changeling
Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-
changeling-variant-}}, :disabled? false}, "UA - Subclasses, Part 3"
{:orcpub.dnd.e5/subclasses {:armorer {:class :artificer, :traits [{:name "Tools of
the Trade", :level 3, :description "You gain proficiency with heavy armor. You also
gain proficiency with smith's tools. If you already have this tool proficiency, you
gain proficiency with one other type of artisan's tools of your choice."}
{:description "Your metallurgical pursuits have led to you making armor a conduit
for your artificer magic. As an action, you can turn a suit of heavy armor you are
wearing into power armor, provided you have smith's tools in hand.\n You gain the
following benefits while wearing the power armor:\n • If the armor normally has a
Strength requirement, the power armor lacks this requirement for you.\n • You can
use the power armor as a spellcasting focus for your artificer spells.\n • The
power armor attaches to you and can't be removed against your will. It also expands
to cover your entire body, and it replaces any missing limbs, functioning
identically to a body part it is replacing.\n The armor continues to be power
armor until you doff it, you don another suit of armor, or you die.", :level
3, :name "Power Armor"} {:name "Armor Model", :level 3, :description "You can
customize your power armor. When you do so, choose one of the following armor
models: guardian or infiltrator. The model you choose gives you special benefits
while you wear it.\n Each model includes a special weapon. When you attack with
that weapon, you can use your Intelligence modifier, instead of Strength or
Dexterity, for the attack and damage rolls.\n You can change your power armor's
model whenever you finish a short or long rest, provided you have smith's tools in
hand."} {:description "You learn how to use your artificer infusions to specially
modify the armor enhanced by your Power Armor feature. That armor now counts as
separate items for the purposes of your Infuse Items feature: armor (the chest
piece), boots, bracers, and a weapon. Each of those items can bear one of your
infusions. In addition, the maximum number of items you can infuse at once
increases by 2, but those extra items must be part of your power armor.", :name
"Armor Modifications", :level 9} {:name "Perfected Armor", :level 15, :description
"Your power armor gains additional benefits based on its model, as shown below.\n
Guardian. Tinkering with your armor's energy system leads you to discover a
powerful pulling force. When a creature you can see ends its turn within 30 feet of
you, you can use your reaction to force the creature to succeed on a Strength
saving throw against your spell save DC or be pulled up to 30 feet toward you to an
unoccupied space. If you pull the target to space within 5 feet of you, you can
make a melee weapon attack against it as part of this reaction.\n You can use
this reaction a number of times equal to your Intelligence modifier (minimum of
once). You regain all expended uses of it when you finish a long rest.\n
Infiltrator. Any creature that takes lightning damage from your Lightning Launcher
glimmers with light until the start of your next turn. The glimmering creature
sheds dim light in a 5 foot radius, and the next attack roll against it by a
creature other than you has advantage. If that attack hits, it deals an extra 1d6
lightning damage."}], :level-modifiers [{:type :armor-prof, :level
3, :value :heavy} {:type :tool-prof, :value :smiths-tools, :level 3} {:type :spell,
:level 3, :value {:level 1, :ability :orcpub.dnd.e5.character/int, :key :magic-
missile}} {:type :spell, :level 3, :value {:ability
:orcpub.dnd.e5.character/int, :level 1, :key :shield}} {:type :spell, :level
5, :value {:ability :orcpub.dnd.e5.character/int, :level 2, :key :mirror-image}}
{:type :spell, :level 5, :value {:ability :orcpub.dnd.e5.character/int, :level
2, :key :shatter}} {:type :spell, :level 9, :value
{:ability :orcpub.dnd.e5.character/int, :level 3, :key :hypnotic-pattern}}
{:type :spell, :level 9, :value {:ability :orcpub.dnd.e5.character/int, :level
3, :key :lightning-bolt}} {:type :spell, :level 13, :value
{:ability :orcpub.dnd.e5.character/int, :level 4, :key :fire-shield}}
{:type :spell, :level 13, :value {:ability :orcpub.dnd.e5.character/int, :level
4, :key :greater-invisibility}} {:type :spell, :level 17, :value
{:ability :orcpub.dnd.e5.character/int, :level 5, :key :passwall}}
{:type :spell, :level 17, :value {:ability :orcpub.dnd.e5.character/int, :level
5, :key :wall-of-force}} {:type :num-attacks, :level 5, :value 2}], :name
"Armorer", :option-pack "UA - Subclasses, Part 3", :level-selections
[{:type :armor-model, :level 3}], :key :armorer}, :circle-of-the-stars
{:class :druid, :traits [{:level 2, :name "Star Map", :description "You've created
a star map as part of your study of the heavens. The map is a Tiny object and can
serve as a spellcasting focus for your druid spells. You decide what form the
object takes, or you can determine what it is by rolling on the Star Map table at
https://media.wizards.com/2020/dnd/downloads/UA2020-Subclasses03_0224.pdf.\n If
you lose your map, you can perform a 1-hour ceremony to magically create a
replacement. This ceremony can be performed during a short or long rest, and it
destroys the previous map.\n You can cast the augury and guiding bolt spells
without expending a spell slot and without preparing the spell, provided you use
the star map as the spellcasting focus. You can cast a spell from the map in this
way a number of times equal to your Wisdom modifier (minimum of once), and you
regain all expended uses when you finish a long rest."} {:level 2, :name "Starry
Form", :description "You gain the ability to harness constellations' power to alter
your form. As an action, you can expend a use of your Wild Shape feature to take on
a starry form rather than transforming into a beast.\n While in your starry form,
you retain your game statistics, but your body takes on a luminous, starlike
quality; your joints glimmer like stars, and glowing lines connect them as on a
star chart. This form sheds bright light in a 10-foot radius and dim light for an
additional 10 feet. The form lasts for 10 minutes or until you're incapacitated.\n
Whenever you assume your starry form, choose which of the following constellations
glimmers on your body; your choice gives you certain benefits while in the form:\n
Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast
a spell using a spell slot that restores hit points to a creature, you or another
creature within 30 feet of you can regain hit points equal to 1d8 + half your level
in this class.\n Archer. A constellation of an archer appears on you. You gain a
bonus action that you can use to make a ranged spell attack, hurling a luminous
arrow that targets a creature you can see within 60 feet of you. On a hit, the
attack deals radiant damage equal to 1d8 + your Wisdom modifier.\n Dragon. A
constellation of a wise, ancient dragon appears on you. When you make an
Intelligence or a Wisdom check or a Constitution saving throw to maintain
concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10."}
{:level 6, :description "You learn to use your star map to divine the will of the
cosmos. Whenever you finish a long rest, you can consult your star map for omens.
When you do so, roll a d6. You gain one
of the following possible omens based on whether you rolled an even number or an
odd number on the d6:\n Weal (even). Whenever a creature you can see within 30
feet of you makes an attack roll, a saving throw, or an ability check, you can use
your reaction to roll a d6 and add the number rolled to the total.\n Woe (odd).
Whenever a creature you can see within 30 feet of you makes an attack roll, a
saving throw, or an ability check, you can use your reaction to roll a d6 and
subtract the number rolled from the total.\n You can use this reaction a number
of times equal to your Wisdom modifier, and you regain all expended uses when you
finish a long rest.", :name "Cosmic Omen"} {:level 10, :description "While your
Starry Form feature is active, you become partially incorporeal, giving you
resistance to bludgeoning, piercing, and slashing damage.", :name "Full of Stars"}
{:level 14, :description "Your connection to the cosmos allows you to conjure
brilliant starlight. As an action, you conjure a burst of light in a 30-foot-
radiussphere centered on a point you can see within 120 feet of you. You can
immediately teleport each willing creature in the sphere to an unoccupied space
within 30 feet of it. Each creature remaining in the sphere must succeed on a
Constitution saving throw against your spell save DC or take 4d10 radiant damage
and be blinded until the end of your next turn.\n Once you have used this action,
you can't use it again until you finish a long rest or until you expend a spell
slot of 5th level or higher to use it again.", :name "Star Flare"}], :level-
modifiers [{:type :spell, :value {:level
2, :key :augury, :ability :orcpub.dnd.e5.character/wis}, :level 2}
{:type :spell, :value {:level 1, :key :guiding-
bolt, :ability :orcpub.dnd.e5.character/wis}, :level 2}], :option-pack "UA -
Subclasses, Part 3", :name "Circle of the Stars", :key :circle-of-the-stars}, :fey-
wanderer {:class :ranger, :traits [{:name "Feywild Gifts", :description "d6 - Gift\
n1 - Illusory butterflies flutter around you while you take a short or long rest.\
n2 - Fresh, seasonal flowers sprout from your hair each dawn.\n3 - You faintly
smell of cinnamon, lavender, nutmeg, or another comforting herbor spice.\n4 - Your
shadow dances while no one is looking directly at it.\n5 - Delicate horns or
antlers sprout from your head.\n6 - Your skin and hair change color to match the
season at each dawn."} {:level 3, :name "Cunning Will", :description "Your
experience with the fey has guarded your mind and sharpened your tongue. You have
advantage on saving throws against being charmed or frightened.\n In addition,
you gain proficiency in one of the following skills of your choice: Deception,
Performance, or Persuasion."} {:name "Dreadful Strikes", :level 3, :description
"You augment your attacks with mind-scarring magic, drawn from the gloomy hollows
of the unseelie fey. You gain a bonus action that you can use to imbue the weapon,
or weapons, you're currently holding with magic. Until the end of the turn, the
weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature
can take this extra damage only once per turn.\n When you engage in two-weapon
fighting, you can imbue your weapons as part of the same bonus action you use to
make the attack."} {:level 7, :name "Blessing of the Courts", :description "You
have learned eerie techniques from both the Gloaming Court and the Summer Court of
the Feywild. Once during each of your turns, when you hit a creature with a weapon
attack, you can expend a spell slot to deal extra psychic damage. The extra damage
is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw
against your spell save DC or be frightened of you until the end of your next
turn.\n In addition, whenever you make a Charisma check, you gain a bonus to the
check equal to your Wisdom modifier."} {:level 11, :name "Beguiling
Twist", :description "You learn how to manipulate mind-altering magic, channeling
it from your allies toward others. Whenever a creature you can see within 120 feet
of you succeeds on a saving throw against being charmed or frightened, you can use
your reaction to force a different creature you can see within 120 feet of you to
succeed on a Wisdom saving throw against your spell save DC or suffer your choice
of one of the following effects:\n • The creature is charmed or frightened by you
(your choice) for 1 minute. The creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a successful save.\n • The
creature takes 3d10 psychic damage."} {:level 15, :description "You can magically
remove yourself from one creature's perception: you gain a bonus action that you
can use to force a creature you can see within 30 feet of you to make a Wisdom
saving throw against your spell save DC. On a failed save, the target can't see or
hear you for 24 hours. The target can repeat the saving throw at the end of any
turn during which you hit it with an attack roll, forced it to make a saving throw,
or dealt damage to it. The effect ends early if you use this bonus action again. On
a successful save, the target is immune to this feature for 7 days.\n Once you've
used this bonus action, you can't use it again until you finish a long rest or
until you expend a spell slot of 4th level or higher to use it again.", :name
"Misty Presence"}], :level-modifiers [{:type :spell, :level 3, :value {:level
1, :ability :orcpub.dnd.e5.character/wis, :key :charm-person}}
{:type :spell, :level 5, :value {:level 2, :ability
:orcpub.dnd.e5.character/wis, :key :misty-step}} {:type :spell, :level 9, :value
{:level 3, :ability :orcpub.dnd.e5.character/wis, :key :dispel-magic}}
{:type :spell, :level 13, :value {:level 4, :ability
:orcpub.dnd.e5.character/wis, :key :banishment}} {:type :spell, :level 17, :value
{:level 5, :ability :orcpub.dnd.e5.character/wis, :key :mislead}} {:type :saving-
throw-advantage, :level 3, :value :charmed} {:type :saving-throw-advantage, :level
3, :value :frightened}], :option-pack "UA - Subclasses, Part 3", :name "Fey
Wanderer", :profs {:skill-options {:options {:deception true, :performance
true, :persuasion true}, :choose 1}}, :key :fey-wanderer}},
:orcpub.dnd.e5/selections {:armor-model {:options [{:name "Guardian", :description
"Thunder Gauntlets. Your armored fists each count as a simple melee weapon, and
each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has
disadvantage on attack rolls against targets other than you until the start of your
next turn, as the armor magically emits a distracting pulse when the creature
attacks someone else.\n\nDefensive Field. You gain a bonus action that you can use
on each of your turns to gain temporary hit points equal to your level in this
class, replacing any temporary hit points you already have. You lose these
temporary hit points if you doff the armor."} {:name "Infiltrator", :description
"Lightning Launcher. A gemlike node appears on one of your armored fists or on the
chest (your choice). It counts as a simple ranged weapon, with a normal range of 90
feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once
on each of your turns when you hit a creature with it, you can deal an extra 1d6
lightning damage to that target.\n\nPowered Steps. Your walking speed increases by
5 feet.\n\nSecond Skin. The armor's weight is negligible, and it becomes
formfitting and wearable under clothing. If the armor normally imposes disadvantage
on Dexterity (Stealth) checks, the power armor doesn't."}], :name "Armor
Model", :option-pack "UA - Subclasses, Part 3", :key :armor-model}}}, "UA - Modern
Magic" {:orcpub.dnd.e5/spells {:on-off {:description "This cantrip allows you to
activate or deactivate any electronic device within range, as long as the device
has a clearly defined on or off function that can easily be accessed from the
outside of the device. Any device that requires a software-based shutdown sequence
to activate or deactivate cannot be affected by on/off.", :key :on-off, :school
"transmutation", :name "On/Off", :duration "Instantaneous", :level 0, :option-pack
"UA - Modern Magic", :components {:somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60
feet"}, :commune-with-city {:description "You briefly become one with the city and
gain knowledge of the surrounding area. Aboveground, this spell gives you knowledge
of the area within 1 mile of you. In sewers and other underground settings, you
gain knowledge of the area within 600 feet of you.\n You instantly gain knowledge
of up to three facts of your choice about any of the following subjects as they
relate to the area:\n • Terrain and bodies of water\n • Prevalent buildings,
plants, animals, or intelligent creatures\n • Powerful (CR 1 or higher)
celestials, fey, fiends, elementals, or undead\n • Influences from other planes
of existence\n • Electrical currents, wireless signals, and active transit lines
and tracks\n For example, you could determine the location of powerful undead in
the area, the location of major sources of electrical power or interference, and
the location of any nearby parks", :key :commune-with-city, :school
"divination", :name "Commune with City", :duration "Instantaneous", :level
5, :option-pack "UA - Modern Magic", :components {:verbal true, :somatic
true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard false, :cleric
false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock
true, :wizard true}, :range "Self"}, :invisibility-to-cameras {:description "Four
creatures of your choice within range become undetectable to electronic sensors and
cameras for the duration of the spell. Anything a target
is wearing or carrying is likewise undetectable as long as it is on the target's
person. The targets remain visible to vision.", :key :invisibility-to-
cameras, :school "illusion", :name "Invisibility to Cameras", :duration
"Concentration, up to 1 minute", :level 3, :option-pack "UA - Modern
Magic", :components {:material-component "a scrap of black paper", :verbal
true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard
false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "10 feet"}, :haywire {:description "This
spell plays havoc with electronic devices, making the use of such devices all but
impossible. Each electronic device in a 10[foot[radius sphere centered on a point
you choose within range is subject to random behavior while it remains within the
area. A device not held by a creature is automatically affected. If an electronic
device is held by a creature, that creature must succeed on a Wisdom saving throw
or have the device affected by the spell.\n At the start of each of your turns,
roll a d6 for each affected device to determine its behavior. Except where
otherwise indicated, that behavior lasts until the start of your next turn while
this spell is in effect.\n\n1: The device shuts down and must be restarted. Do not
roll again for this device until it is restarted.\n2–4: The device does not
function.\n5: The device experiences a power surge, causing an electric shock to
the wielder (if any) and one random creature within 5 feet of the device. Each
affected creature must make a Dexterity saving throw against your spell save DC,
taking 6d6 lightning damage on a failed save, or half as much damage on a
successful one.\n6: The device is usable as normal.\n At Higher Levels. When you
cast this spell using a spell slot of 4th level or higher, the radius of the sphere
affected by the spell increases by 5 feet for each slot level above
3rd.", :key :haywire, :school "enchantment", :name "Haywire", :duration
"Concentration, up to 1 minute", :level 3, :option-pack "UA - Modern
Magic", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "90
feet"}, :infallible-relay {:description "With this spell, you can target any
creature with whom you have spoken previously, as long as the two of you are on the
same plane of existence. When you cast the spell, the nearest functioning telephone
or similar communications device within 100 feet of the target begins to ring. If
there is no suitable device close enough to the target, the spell fails.\n The
target must make a successful Charisma saving throw or be compelled to answer your
call. Once the connection is established, the call is crystal clear and cannot be
dropped until the conversation has ended or the spell's duration ends. You can end
the conversation at any time, but a target must succeed on a Charisma saving throw
to end the conversation. ", :key :infallible-relay, :school "divination", :name
"Infallible Relay", :duration "Concentration, up to 10 minutes", :level 1, :option-
pack "UA - Modern Magic", :components {:verbal true, :somatic true, :material true,
:material-component "a mobile phone"}, :casting-time "1 minute", :spell-lists
{:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "Self"}, :system-backdoor {:description
"This spell allows you to bypass system security in order to create a secure login
on a foreign system. The login you create allows you administrator[level privileges
in any computer system not enhanced through technomagic. The login defeats any
technomagic spells of 3rd level or lower.\n Once the duration of the spell
expires, the login and all privileges are wiped from the system. System logs still
show the activity of the user, but the user identification cannot be found or
traced.\n At Higher Levels: When you cast this spell using a spell slot of 5th
level or higher, you are able to bypass technomagic spells if the spell's level is
equal to or less than the level of the spell slot you used.", :key :system-
backdoor, :school "transmutation", :name "System Backdoor", :duration
"Concentration, up to 1 hour", :level 4, :option-pack "UA - Modern
Magic", :components {:verbal true, :somatic true, :material true, :material-
component "hacking tools"}, :casting-time "1 minute", :spell-lists {:bard
false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "Personal"}, :find-vehicle {:description
"You summon a spirit that assumes the form of a nonmilitary land vehicle of your
choice, appearing in an unoccupied space within range. The vehicle has the
statistics of a normal vehicle of its sort, though it is celestial, fey, or
fiendish (your choice) in origin. The physical characteristics of the vehicle
reflect its origin to some degree. For example, a fiendish SUV might be jet black
in color, with tinted windows and a sinister looking front grille.\n You have a
supernatural bond with the conjured vehicle that allows you to drive beyond your
normal ability. While driving the conjured vehicle, you are considered proficient
with vehicles of its type, and you add double your proficiency bonus to ability
checks related to driving the vehicle. While driving the vehicle, you can make any
spell you cast that targets only you also target the vehicle. If the vehicle drops
to 0 hit points, it disappears, leaving behind no physical form. You can also
dismiss the vehicle at any time as an action, causing it to disappear. You can't
have more than one vehicle bonded by this spell at a time. As an action, you can
release the vehicle from its bond at any time, causing it to disappear.\n At
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher,
you can conjure a nonmilitary water vehicle large enough to carry six Medium
creatures. When you cast this spell using a spell slot of 5th level or higher, you
can conjure a nonmilitary air vehicle large enough to carry ten Medium creatures.
When you cast this spell using a spell slot of 7th level or higher, you can conjure
any type of vehicle, subject to the DM's approval.", :key :find-vehicle, :school
"conjuration", :name "Find Vehicle", :duration "8 hours", :level 2, :option-pack
"UA - Modern Magic", :components {:verbal true, :somatic true}, :attack-roll?
false, :casting-time "10 minutes", :spell-lists {:bard false, :cleric false, :druid
false, :paladin true, :ranger false, :sorcerer true, :warlock true, :wizard
true}, :range "30 feet"}, :protection-from-ballistics {:description "This spell
enchants the flesh of the target against the impact of bullets. Until the spell
ends, the target has resistance to nonmagical ballistic damage.", :key :protection-
from-ballistics, :school "abjuration", :name "Protection from
Ballistics", :duration "Concentration, up to 10 minute", :level 3, :option-pack "UA
- Modern Magic", :components {:verbal true, :somatic true, :material
true, :material-component "a shell casing"}, :casting-time "1 action", :spell-lists
{:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "Touch"}, :digital-phantom {:description
"This spell works to actively hide your presence within a computer system. For the
spell's duration, you and any other users you choose on your local network gain a
+10 bonus to Intelligence checks to avoid detection by administrators, knowbots,
tracking software, and the like. Whenever you and your chosen users leave any
computer system you are working in while this spell is in effect, all trace of your
previous presence in that system is erased. ", :key :digital-phantom, :school
"abjuration", :name "Digital Phantom", :duration "Concentration, up to 1
hour", :level 2, :option-pack "UA - Modern Magic", :components {:material
true, :somatic true, :verbal true, :material-component "a small piece of copper
wire"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true},
:range "Self"}, :arcane-hacking {:description "You gain advantage on all
Intelligence checks using hacking tools to break software encryption or online
security when using a foreign system. This spell also allows you to break 2nd level
and lower protective spells such as arcane lock or glyph of warding by making an
Intelligence check using hacking tools against the spell save DC of the spell's
caster.\n At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, you can attempt to counteract a spell set to secure the foreign
system if the spell's level is equal to or less than the level of the spell slot
you used", :key :arcane-hacking, :school "transmutation", :name "Arcane
Hacking", :duration " Concentration, up to 1 hour", :level 2, :option-pack "UA -
Modern Magic", :components {:verbal true, :somatic true, :material true, :material-
component "hacking tools"}, :casting-time "1 action", :spell-lists {:bard
false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "Self"}, :conjure-knowbot {:description
"You touch a single computerized device or computer system to conjure a knowbot — a
partially sentient piece of software imprinted with vestiges of your own skills and
computer abilities. For the duration of the spell, you can use a bonus action to
have the knowbot execute a computer[related task that would normally require an
action. The knowbot makes Intelligence ability checks using your ability score and
proficiency bonuses (including your proficiency
with hacking tools, if applicable.\n You have a limited telepathic bond with the
knowbot, out to a range of 500 feet from the device or system where the knowbot was
conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as
if the duration of the spell had expired. Moving within range again immediately
reestablishes the bond.\n The knowbot is bound to the system in which it was
created, and it stays there until it is dismissed or the spell's duration expires.\
n At Higher Levels. When you cast this spell using a spell slot of 5th level or
higher, the spell's duration increases to 1 hour. Additionally, your telepathic
bond with the knowbot is effective out to a range of 1,000 feet, and if you leave
the range of the bond, the knowbot continues performing its last directed task
until the spell expires.", :key :conjure-knowbot, :school "conjuration", :name
"Conjure Knowbot", :duration "10 minutes", :level 4, :option-pack "UA - Modern
Magic", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range
"Touch"}, :remote-access {:description "You can use any electronic device within
range as if it were in your hands. This is not a telekinesis effect. Rather, this
spell allows you to simulate a device's mechanical functions electronically. You
are able to access only functions that a person using the device manually would be
able to access. You can use remote access with only one device at a
time.", :key :remote-access, :school "transmutation", :name "Remote
Access", :duration "10 minutes", :level 1, :option-pack "UA - Modern
Magic", :components {:somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120
feet"}, :shutdown {:description "This spell shuts down all electronic devices
within range that are not wielded by or under the direct control of a creature. If
an electronic device within range is used by a creature, that creature must succeed
on a Constitution saving throw to prevent the device from being shut down. While
the spell remains active, no electronic device within range can be started or
restarted.", :key :shutdown, :school "transmutation", :name "Shutdown", :duration
"Concentration, up to 1 minute", :level 5, :option-pack "UA - Modern
Magic", :components {:somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120
feet"}, :synchronicity {:description "The creature you touch feels reality subtly
shifted to its favor while this spell is in effect. The target isn't inconvenienced
by mundane delays of any sort. Traffic lights are always green, there's always a
waiting elevator, and a taxi is always around the corner. The target can run at
full speed through dense crowds, and attacks of opportunity provoked by the
target's movement are made with disadvantage.\n Synchronicity grants advantage to
Dexterity (Stealth) checks, since the target always finds a handy piece of cover
available. Additionally, the target has advantage on all ability checks made to
drive a vehicle.\n In the event that two or more creatures under the effect of
synchronicity are attempting to avoid being inconvenienced by each other, the
creatures engage in a contest of Charisma each time the effects of the spells would
oppose each other.", :key :synchronicity, :school "enchantment", :name
"Synchronicity", :duration "Concentration, up to 1 hour", :level 4, :option-pack
"UA - Modern Magic", :components {:somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range
"Touch"}}, :orcpub.dnd.e5/subclasses {:city-domain {:class :cleric, :traits [{:name
"Heart of the City", :description "From 1st level, you are able to tap into the
spirit of community found in the city. While you are within any city, you can gain
advantage on a single Charisma (Deception, Intimidation, or Persuasion) check, and
you are considered proficient in the appropriate skill. You can use this feature a
number of times equal to your Wisdom modifier (a minimum of once). You regain any
expended uses when you finish a long rest."} {:name "Channel Divinity: Spirits of
the City", :level 2, :description "Starting at 2nd level, you can use your Channel
Divinity to call on the city for aid. As an action, you present your holy symbol,
and any city utility within 30 feet of you either works perfectly or shuts down
entirely for 1 minute (your choice.)\n Additionally, each hostile creature within
30 feet of you must make a Charisma saving throw. On a failed save, the creature is
knocked prone or restrained (your choice) by hazards such as entangling wires,
high[pressure water erupting from fire hydrants, pavement collapsing to unseen
potholes, and so on. A restrained creature can escape by making a successful
Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.\n
This effect is entirely local and affects only utilities within 30 feet of you.
Determination of what utilities are available within range and how the physical
effects of those utilities manifest are left to the DM."} {:name "Block
Watch", :level 6, :description "Starting at 6th level, your awareness while in the
city extends preternaturally. While in an urban environment, you are considered
proficient in the Insight and Perception skills, and you add double your
proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of
your normal proficiency bonus."} {:level 8, :name "Divine Strike", :description "At
8th level, you gain the ability to infuse your weapon strikes with psychic energy
borrowed from the citizens of your city. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to deal an extra 1d8
psychic damage to the target. When you reach 14th level, the extra psychic damage
increases to 2d8."} {:level 17, :description "At 17th level, you can use mass
transit routes to transport instantaneously to other points in the city. Starting
from a bus stop, train station, subway stop, or other suitable mass transit site
within the city, you can teleport to any other similar transit stop within the
city, as if you had cast a teleport spell whose destination is a permanent
teleportation circle you know. Once you use this feature, you must finish a short
or long rest before using it again.", :name "Express Transit"} {:name "Bonus
Proficiencies", :description "Starting at 1st level, you gain proficiency with
sidearms and proficiency with vehicles (land)."}], :level-modifiers [{:type :spell,
:value {:ability :orcpub.dnd.e5.character/wis, :key :on-off}} {:type :tool-
prof, :value :land-vehicles}], :name "City Domain", :option-pack "UA - Modern
Magic", :cleric-spells {1 {0 :comprehend-languages, 1 :remote-access}, 2 {0 :find-
vehicle, 1 :heat-metal}, 3 {0 :lightning-bolt, 1 :protection-from-ballistics}, 4 {0
:locate-creature, 1 :synchronicity}, 5 {0 :commune-with-city,
1 :shutdown}}, :key :city-domain}, :ghost-in-the-machine {:class :warlock, :traits
[{:name "Information Surge", :description "At 1st level, you gain the ability to
temporarily render computerized devices inoperable. As an action, you can target a
computerized device within 30 feet of you. If the targeted device is held or
otherwise actively used by a living creature, that creature must make an
Intelligence saving throw against your spell save DC. On a failed save, the
targeted device ceases to function until the end of your next turn. If the targeted
device is not held or used by a creature, the DM makes a special saving throw for
the device with disadvantage and a +0 modifier. Certain shielded devices might
negate the disadvantage, at the DM's determination.\n Once you use this feature,
you can't use it again until you finish a short or long rest."} {:level 6, :name
"Wire Walk", :description "Starting at 6th level, you gain the ability to travel
short distances over electrical wires, data lines, or telephone cables. As a bonus
action, you can touch a device or socket connected to a hardwired network and
teleport along this network to another device or socket within your line of sight.
Once you use this feature, you can't use it again until you finish a short or long
rest."} {:level 10, :name "Personal Encryption", :description "Beginning at 10th
level, you have learned to apply your innate knowledge of encryption to your
thoughts, memories, and presence. You have advantage on saving throws against
scrying, thought detection, or any other method of magically learning your
whereabouts or reading your thoughts. For any such effect that does not grant you a
saving throw but which requires the creature targeting you to make an ability
check, the check is made with disadvantage."} {:level 14, :name
"Technovirus", :description "At 14th level, you gain the ability to infect a
humanoid's body with living circuitry. You can use an action to make a melee attack
against a humanoid creature using your spell attack modifier. The target must make
a Constitution saving throw against your spell save DC as a techno-organic virus
quickly spreads through its body. On a failed save, the target takes 8d10 psychic
damage, or half as much damage on a successful one.\n Additionally, if the target
fails the saving throw, you can use an action to issue it a single command, as if
you were casting the command spell. The target makes its saving throw against your
command with disadvantage. You can issue this command at any
time while the target remains infected.\n Once you use this feature, you can't
use it again until you finish a long rest, at which point the target is cured of
the technovirus. The infection can also be removed with a lesser restoration
spell."} {:name "Bonus Proficiencies", :description "At 1st level, you gain
proficiency with hacking tools."}], :level-modifiers [{:type :spell, :value
{:ability :orcpub.dnd.e5.character/cha, :key :on-off}}], :warlock-spells {1
{0 :infallible-relay, 1 :remote-access}, 2 {0 :arcane-hacking, 1 :digital-phantom},
3 {0 :haywire, 1 :invisibility-to-cameras}, 4 {0 :conjure-knowbot, 1 :system-
backdoor}, 5 {0 :shutdown}}, :name "Ghost in the Machine", :option-pack "UA -
Modern Magic", :key :ghost-in-the-machine}, :technomancy {:class :wizard, :traits
[{:name "Bonus Proficiencies", :level 2, :description "Beginning when you select
this arcane tradition at 2nd level, you gain proficiency with sidearms and hacking
tools."} {:level 2, :name "Technological Savant", :description "Also at 2nd level,
you trade out your spellbook for a specially attuned storage device of your
choosing, capable of recording magical data. The computing power of this device
must be equal to or greater than a tablet computer. Only one storage device can be
attuned to you at any given time. Spells can be copied into this device at half the
cost of copying spells into a spellbook."} {:level 6, :name "Program
Spell", :description "At 6th level, you can insert a spell within an electronic
device of your choosing, so that by touching a key or flicking a switch using an
action, the spell activates. All variables of the spell are set at the time of
casting. The computing power of this device must be equal to or greater than a
mobile phone.\n A programmed spell remains placed in its device for 48 hours, and
is gone once it is discharged. You can use this feature to place a programmed spell
in only one device at a time, and a device can hold only one programmed spell. Only
you can activate the programmed spell in the device. If the device is destroyed,
the programmed spell is lost.\n A concentration spell placed in a device cannot
be activated while you are concentrating on another spell. Once you use this
feature, you can't use it again until you finish a long rest."} {:level 10, :name
"Online Casting", :description "At 10th level, you can cast spells through
networked electronic devices, including cameras, mobile phones, and computers. For
example, if a creature is under the observation of a security camera and you can
see the video feed from that camera on a computer, you can cast a spell into the
computer and out through the security camera to target that creature.\n If the
spell requires the caster to be seen, the target must see you or a live image of
you. If the spell requires the caster to be heard, the target must be able to hear
you or a live audio transmission of you. The spell's range is determined using the
distance from you to your device, and then from the target to its device. You must
be able to see or otherwise determine the location of the target.This feature can
be used to cast only spells that target specific creatures. Spells that affect an
area are not subject to online casting.\n This feature can be used a number of
times per day equal to your Intelligence modifier (minimum of once)."} {:level
14, :name "Chained Device", :description "By 14th level, you have learned to
imprint vestiges of your consciousness on electronic devices with significant
computing power. When you cast a concentration spell, you can use a device whose
computing power is equal to or greater than a tablet computer to maintain
concentration of the spell on your behalf. The device must be held or worn by you
to maintain this effect. If the device is destroyed, taken from you, dropped, or
turned off, the concentration ends. Once you use this feature, you can't use it
again until you finish a long rest."}], :level-modifiers [], :option-pack "UA -
Modern Magic", :name "Technomancy", :key :technomancy}}, :orcpub.dnd.e5/invocations
{:arcane-gunslinger {:name "Arcane Gunslinger", :option-pack "UA - Modern
Magic", :description "Prerequisite: Pact of the Blade feature\n 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.", :key :arcane-gunslinger}}}, "UA - Subclasses,
Part 2" {:orcpub.dnd.e5/subclasses {:college-of-creation {:class :bard, :traits
[{:name "Note of Potential", :level 3, :description "You can manipulate the Song of
Creation to summon a floating musical note of possibility: Whenever you give a
creature a Bardic Inspiration die, you can create a Note of Potential. The note
orbits within 5 feet of the creature. The note is a Tiny object that is intangible
and invulnerable, and it lasts until the Bardic Inspiration die is lost. A creature
with a note can use it in the following ways.\n Note of Destruction. Immediately
after the creature rolls the Bardic Inspiration die to add it to an attack roll,
the creature can expend the note to create a burst of sound. Each other creature
within 5 feet of it must succeed on a Constitution saving throw against your spell
save DC or take thunder damage equal to the number rolled on the Bardic Inspiration
die.\n Note of Protection. Immediately after the creature rolls the Bardic
Inspiration die and adds it to a saving throw, the creature can expend the note to
gain temporary hit points equal to the number rolled on the Bardic Inspiration die
+ your Charisma modifier, provided the creature doesn't already have temporary hit
points.\n Note of Ingenuity. When the creature rolls the Bardic Inspiration die
to add it to an ability check, the creature can expend the note to roll the Bardic
Inspiration die again and choose which roll to use. "} {:name "Animating
Performance", :level 6, :description "Your mastery over the Song of Creation allows
you to magically bring items to life. As an action, you can target a Large or
smaller nonmagical item you can see within 30 feet of you and animate it. The
animate item uses the Dancing Item stat block and is under your control for 1 hour
or until it is reduced to 0 hit points.\n In combat, the item shares your
initiative count, but it takes its turn immediately after yours. It can move and
use its reaction on its own, but the only action it takes on its turn is the Dodge
action, unless you take a bonus action on your turn to command it to take one of
the actions in its stat block or the Dash, Disengage, Help, Hide, or Search
action.\n When you use your Bardic Inspiration feature, you can command which
action your animated item takes as part of the same bonus action.\n Once you
animate an item with this feature, you can't do so again until you finish a long
rest or until you expend a spell slot of 3rd level or higher to use this feature.
You can have only one item animated by this feature at a time; if you use this
action and already have a dancing item from this feature, the first one immediately
becomes inanimate."} {:name "Performance of Creation", :level 14, :description
"Your performance can manipulate the magic of creation, briefly transforming the
world around you. As an action, you can create one nonmagical item of your choice
in an unoccupied space within 10 feet of you. The item must appear on a surface or
in a liquid that can support it. The gp value of the item can't be more than 20
times your bard level and must be Large or smaller. Tiny glimmering, intangible
notes float around it, and a creature can faintly hear music when touching it. For
examples of items you can create, see the Armor, Weapons, Adventuring Gear, Tools ,
and Mounts and Vehicles tables in chapter 5, “Equipment,” of the Player's
Handbook.\n The created item disappears at the end of your next turn, unless you
use your action to maintain it. Each time you use your action in this way, the
item's duration is extended to the end of your next turn, up to a maximum of 1
minute. If you maintain the item for the full minute, it continues to exist for a
number of hours equal to your bard level.\n Once you create an item with this
feature, you can't do so again until you finish a long rest or until you expend a
spell slot of 5th level or higher to use this feature. You can have only one item
created by this feature at a time; if you use this action and already have an item
from this feature, the first one immediately vanishes."}], :level-modifiers
[], :option-pack "UA - Subclasses, Part 2", :name "College of
Creation", :key :college-of-creation}, :clockwork-soul {:class :sorcerer, :traits
[{:description "At your option, you can pick from or roll on the Manifestations of
Mechanus table to create a way your connection to the plane manifests while you are
casting a spell.\n\nManifestations of Mechanus\nd6 Manifestation\n1 Large,
spectral cogwheels appear hovering behind you.\n2 The hands of a clock appear in
your eyes.\n3 Your skin glows with a golden, metallic sheen.\n4 Your features
become unnaturally angular, like geometric objects.\n5 Your spellcasting focus
takes the form of a miniature Spawning Stone or other creation of Primus.\n6 The
ringing of a clock can be heard by you and those affected by your magic.", :name
"Manifestations of Mechanus"} {:name "Restore Balance", :description "Your
connection to the plane of absolute order allows you to equalize chaotic moments.
When a creature you can see within 60 feet of you is about to roll a d20 with
advantage or disadvantage, you can use your reaction to prevent the roll from being
affected by advantage and disadvantage.\n You can use this feature a number of
times equal to your Charisma modifier (minimum of once), and you regain all
expended uses when you finish a long rest."} {:name "Bulwark of Law", :level 6,
:description "You can imbue a creature with a shimmering shield of order. As an
action, you can expend 1 to 5 sorcery points to create a magical ward around
yourself or another creature you can see within 30 feet of you. The ward lasts
until you finish a long rest or until you use this feature again.\n The ward is
represented by a number of d8s equal to the number of sorcery points spent to
create it. When the warded creature takes damage, it can use its reaction to spend
a number of those dice, roll them, and reduce the damage taken by the total of the
spent dice."} {:name "Trance of Order", :level 14, :description "You gain the
ability to enter a state of clockwork consciousness as a bonus action. For the next
minute, attack rolls against you can't benefit from advantage, and whenever you
make an attack roll, an ability check, or a saving throw, you can treat a d20 roll
of 9 or lower as a 10.\n Once you use this action, you can't use it again until
you finish a long rest or until you expend 5 sorcery points to use it again."}
{:name "Clockwork Cavalcade", :level 18, :description "You summon spirits of order
to restore balance around you. As an action, you summon the spirits in a 30-foot
cube originating from you. The spirits look like modrons or other constructs of
your choice. The spirits are intangible and invulnerable, work fast and
efficiently, and create the following effects within the cube before vanishing:\n
• The spirits restore up to 100 hit points, divided as you choose among any number
of creatures of your choice in the cube.\n • Any damaged objects entirely in the
cube are repaired.\n • Every spell of 6th level or lower ends on creatures and
objects of your choice in the cube.\n Once you use this action, you can't use it
again until you finish a long rest or until you expend 7 sorcery points to use it
again."} {:name "Clockwork Magic", :description "You learn additional spells when
you reach certain levels in this class, as shown on the Clockwork Spells table.
Each spell counts as a sorcerer spell for you, but it doesn't count against the
number of sorcerer spells you know. These spells can't be replaced when you gain a
level in this class."}], :level-modifiers [{:type :spell, :value {:level
1, :key :alarm, :ability :orcpub.dnd.e5.character/cha}} {:type :spell, :value
{:level 1, :key :protection-from-evil-and-good, :ability
:orcpub.dnd.e5.character/cha}} {:type :spell, :level 3, :value {:level
2, :ability :orcpub.dnd.e5.character/cha, :key :find-traps}} {:type :spell, :level
3, :value {:level 2, :ability :orcpub.dnd.e5.character/cha, :key :heat-metal}}
{:type :spell, :level 5, :value {:level 3, :ability
:orcpub.dnd.e5.character/cha, :key :counterspell}} {:type :spell, :level 5, :value
{:level 3, :ability :orcpub.dnd.e5.character/cha, :key :glyph-of-warding}}
{:type :spell, :level 7, :value {:level 4, :ability
:orcpub.dnd.e5.character/cha, :key :arcane-eye}} {:type :spell, :level 7, :value
{:level 4, :ability :orcpub.dnd.e5.character/cha, :key :resilient-sphere}}
{:type :spell, :level 9, :value {:level 5, :ability
:orcpub.dnd.e5.character/cha, :key :animate-objects}} {:type :spell, :level
9, :value {:level 5, :ability :orcpub.dnd.e5.character/cha, :key :wall-of-force}}],
:option-pack "UA - Subclasses, Part 2", :name "Clockwork Soul", :key :clockwork-
soul}, :unity-domain {:class :cleric, :traits [{:name "Emboldening
Bond", :description "You can forge an empowering bond between allies. As an action,
you can choose two willing creatures you can see within 30 feet of you (this can
include yourself) and create a magical bond between them. While either bonded
creature is within 30 feet of the other, the creature can roll a d4 and add the
number rolled to an attack roll, an ability check, or a saving throw it makes. Each
creature can add the d4 no more than once per turn. The bond lasts for 1 hour or
until you use this feature again.\n You can use this feature once, and you regain
the ability to do so when you finish a long rest. You can also expend a spell slot
to use the feature again."} {:name "Channel Divinity: Shared Burden", :level
2, :description "You can use your Channel Divinity to protect your allies through
the strength of your shared bonds. \n When a creature you can see within 30 feet
of you takes damage, you can use your reaction to choose a number of other willing
creatures you can see, up to a number of creatures equal to your Wisdom modifier
(minimum of onecreature). Distribute the damage taken between the original target
and the chosen creatures. Each creature must take at least 1 damage. Apply any
damage resistance or vulnerability of thecreatures involved after you distribute
the damage."} {:name "Protective Bond", :level 6, :description "The bond you forge
between people shields them from harm. While either creature chosen for your
Emboldening Bond feature is within 30 feet of the other, the creature can use its
reaction to grant resistance to all damage to the other creature when that other
creature takes damage. This resistance lasts until the end of the current turn."}
{:name "Potent Spellcasting", :level 8, :description "You add your Wisdom modifier
to the damage you deal with any cleric cantrip."} {:name "Enduring Unity", :level
17, :description "The bonds you create endure across vast distances. Creatures
affected by your Emboldening Bond feature gain its benefits, as well as those of
your Protective Bond feature, while they are on the same plane of existence as each
other.\n Additionally, when a creature chosen for your Emboldening Bond is
reduced to 0 hit points, their bonded partner gains the following benefits for 1
minute, or until the creature regains at least 1 hit point:\n • The creature has
advantage on attack rolls, ability checks, and saving throws.\n • The creature
gains resistance to all damage. \n • As an action, the creature can touch their
bonded partner to expend and roll any number of Hit Dice. Their bonded partner
regains a number of hit points equal to the total rolled."}], :level-modifiers
[], :option-pack "UA - Subclasses, Part 2", :name "Unity Domain", :cleric-spells {1
{0 :heroism, 1 :shield-of-faith}, 2 {0 :aid, 1 :warding-bond}, 3 {0 :beacon-of-
hope, 1 :sending}, 4 {0 :aura-of-purity, 1 :guardian-of-faith}, 5 {0 :greater-
restoration, 1 :telepathic-bond}}, :key :unity-domain}}, :orcpub.dnd.e5/monsters
{:dancing-item {:senses "darkvision 60 ft., passive Perception 10", :description
"Size: Large or smaller construct\nHit Points: equal the dancing item's
Constitution modifier + your Charisma modifier + five times your Bard level\
nLanguages: understands the languages you speak\n\nEndless Waltz. Immediately after
the item makes a slam attack, it can take the Dodge action as a bonus action.\n\
nImmutable Form. The item is immune to any spell or effect that would alter its
form.", :armor-notes "nautral armor", :key :dancing-item, :int 4, :speed "40
ft.", :name "Dancing Item", :alignment "neutral", :cha 6, :hit-points {:die-count
1, :die 4}, :type :construct, :size :large, :option-pack "UA - Subclasses, Part 2",
:armor-class 16, :str 18, :saving-throws {:str nil, :con 8}, :con 16, :dex 14, :wis
10, :props {:damage-immunity {:poison true}, :condition-immunity {:charmed
true, :exhausted true, :poisoned true, :frightened true}}, :traits [{:type :action,
:description "Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft.,
one target you can see. Hit: 1d10 + your Charisma modifier force damage.", :name
"Force-Empowered Slam (Requires Your Bonus Action)"}]}}}, "UA - Fiendish Options"
{:orcpub.dnd.e5/subraces {:dispater {:race :tiefling-fiendish-variant-, :traits
[{:description "You know the thaumaturgy cantrip. When you reach 3rd level, you can
cast the disguise self spell once with this trait and regain the ability to do so
when you finish a long rest. When you reach 5th level, you can cast the
invisibility spell once with this trait and regain the ability to do so when you
finish a long rest. Charisma is your spellcasting ability for these spells.", :name
"Legacy of Dis"}], :option-pack "UA - Fiendish Options", :name
"Dispater", :abilities {:orcpub.dnd.e5.character/int 0,
:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/cha 2}, :spells [{:value
{:key :thaumaturgy, :ability :cha}} {:level 3, :value {:level 1, :key :disguise-
self, :ability :cha}} {:level 5, :value {:level
2, :key :invisibility}}], :key :dispater}, :fierna {:race :tiefling-fiendish-
variant-, :traits [{:description "You know the friends cantrip. When you reach 3rd
level, you can cast the charm person spell as a 2nd-level spell once with this
trait and regain the ability to do so when you finish a long rest. When you reach
5th level, you can cast the suggestion spell once with this trait and regain the
ability to do so when you finish a long rest. Charisma is your spellcasting ability
for these spells.", :name "Legacy of Phlegethos"}], :option-pack "UA - Fiendish
Options", :name "Fierna", :abilities {:orcpub.dnd.e5.character/int
0, :orcpub.dnd.e5.character/wis 1, :orcpub.dnd.e5.character/cha 2}, :spells
[{:value {:ability :cha, :key :friends, :level 0}} {:value {:level 1, :key :charm-
person, :ability :cha}, :level 3} {:level 5, :value {:level
2, :ability :cha, :key :suggestion}}], :key :fierna}, :glasya {:race :tiefling-
fiendish-variant-, :traits [{:description "You know the minor illusion cantrip.
When you reach 3rd level, you can cast the disguise self spell once with this trait
and regain the ability to do so when you finish a long rest. When you reach 5th
level, you can cast the invisibility spell once with this trait and regain the
ability to do so when you finish a long rest. Charisma is your spellcasting ability
for these spells.", :name "Legacy of Malbolge"}], :name "Glasya", :option-pack "UA
- Fiendish Options", :abilities {:orcpub.dnd.e5.character/int
-1, :orcpub.dnd.e5.character/dex 1}, :spells [{:value {:ability :cha, :key :minor-
illusion}} {:level 3, :value {:ability :cha, :level 1, :key :disguise-self}}
{:level 5, :value {:level
2, :ability :cha, :key :invisibility}}], :key :glasya}, :levistus {:race :tiefling-
fiendish-variant-, :traits [{:description "You know the ray of frost cantrip. When
you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell
once with this trait and regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the darkness spell once with this trait and
regain the ability to do so when you finish a long rest. Charisma is your
spellcasting ability for these spells.", :name "Legacy of Stygia"}], :option-pack
"UA - Fiendish Options", :name "Levistus", :abilities {:orcpub.dnd.e5.character/con
1, :orcpub.dnd.e5.character/cha 2}, :spells [{:value {:key :ray-of-
frost, :ability :cha}} {:level 3, :value {:level 1, :key :armor-of-agathys}}
{:level 5, :value {:level 2, :key :darkness}}], :key :levistus}, :mammon
{:race :tiefling-fiendish-variant-, :traits [{:name "Legacy of
Minauros", :description "You know the mage hand cantrip. When you reach 3rd level,
you can cast the Tenser's floating disk spell once with this trait and regain the
ability to do so when you finish a short or long rest. When you reach 5th level,
you can cast the arcane lock spell once with this trait, requiring no material
component, and regain the ability to do so when you finish a long rest. "}], :name
"Mammon", :option-pack "UA - Fiendish Options", :abilities
{:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :spells [{:value
{:key :mage-hand, :ability :cha}} {:level 3, :value {:level
1, :ability :cha, :key :floating-disk}} {:level 5, :value {:level 2, :ability :cha,
:key :arcane-lock}}], :key :mammon}, :mephistopheles {:race :tiefling-fiendish-
variant-, :traits [{:description "You know the mage hand cantrip. When you reach
3rd level, you can cast the magic missile spell as a 2nd-level spell once with this
trait and regain the ability to do so when you finish a long rest. When you reach
5th level, you can cast the web spell once with this trait and regain the ability
to do so when you finish a long rest. Charisma is your spellcasting ability for
these spells.", :name "Legacy of Cania"}], :name "Mephistopheles", :option-pack "UA
- Fiendish Options", :abilities {:orcpub.dnd.e5.character/cha
2, :orcpub.dnd.e5.character/int 1}, :spells [{:value {:key :mage-
hand, :ability :cha}} {:value {:level 1, :ability :cha, :key :magic-
missile}, :level 3} {:level 5, :value {:level
2, :ability :cha, :key :web}}], :key :mephistopheles}, :zariel {:race :tiefling-
fiendish-variant-, :traits [{:description "You know the thaumaturgy cantrip. When
you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once
with this trait and regain the ability to do so when you finish a long rest. When
you reach 5th level, you can cast the branding smite spell once with this trait and
regain the ability to do so when you finish a long rest. Charisma is your
spellcasting ability for these spells.", :name "Legacy of Avernus"}], :name
"Zariel", :option-pack "UA - Fiendish Options", :abilities
{:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/str 1}, :spells [{:value
{:key :thaumaturgy, :ability :cha}} {:level 3, :value {:level
1, :ability :cha, :key :searing-smite}} {:level 5, :value {:level 2, :ability :cha,
:key :branding-smite}}], :props {:language {:abyssal
true}}, :key :zariel}}, :orcpub.dnd.e5/races {:tiefling-fiendish-variant-
{:key :tiefling-fiendish-variant-, :speed 30, :name "Tiefling (Fiendish
Variant)", :darkvision 60, :size :medium, :option-pack "UA - Fiendish
Options", :languages #{"Common" "Infernal"}, :props {:damage-resistance {:fire
true}}, :traits []}}, :disabled? false}, "UA - Eberron" {:orcpub.dnd.e5/races
{:changeling {:key :changeling, :speed 30, :name "Changeling", :abilities
{:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/dex
1}, :size :medium, :option-pack "UA - Eberron", :languages #{"Common"}, :props
{:skill-prof {:deception true}}, :traits [{:description "As an action, you can
polymorph into any humanoid of your size that you have seen, or back into your true
form. However, your equipment does not change with you. If you die, you revert to
your natural appearance.", :name "Shapechanger"}]}, :warforged
{:key :warforged, :speed 30, :name "Warforged", :abilities
{:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str
1}, :size :medium, :option-pack "UA - Eberron", :languages #{"Common"}, :props
{:armor-prof {:light true, :medium true, :shields true}, :damage-resistance
{:poison false}, :lizardfolk-ac true, :weapon-prof {:martial true, :simple
true}}, :traits [{:description "Your construction incorporates wood and metal,
granting you a +1 bonus to Armor Class.", :name "Composite Plating"} {:description
"Even though you were constructed, you are a living creature. You are immune to
disease. You do not need to eat or breathe, but you can ingest food and drink if
you wish. Instead of sleeping, you enter an inactive state for 4 hours each day.
You do not dream in this state; you are fully aware of your surroundings and notice
approaching enemies and other events as normal.", :name "Living
Construct"}]}, :shifter {:key :shifter, :speed 30, :name "Shifter", :darkvision 60,
:abilities {:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/dex
1}, :size :medium, :option-pack "UA - Eberron", :languages #{"Common"
"Sylvan"}, :traits [{:description "On your turn, you can shift as a bonus action.
Shifting lasts for 1 minute or until you end it on your turn as a bonus action.\n
While shifting, you gain temporary hit points equal to your level + your
Constitution bonus (minimum of 1). You also gain a feature that depends on your
shifter subrace, described below.\n You must finish a short or long rest before
you can shift again.", :name "Shifting"}]}}, :orcpub.dnd.e5/subraces {:beasthide
{:abilities {:orcpub.dnd.e5.character/con 1}, :key :beasthide, :name
"Beasthide", :option-pack "UA - Eberron", :race :shifter, :traits [{:description
"While shifting, you gain a +1 bonus to AC.", :name "Shifting
Feature"}]}, :cliffwalk {:abilities {:orcpub.dnd.e5.character/dex
1}, :key :cliffwalk, :name "Cliffwalk", :option-pack "UA -
Eberron", :race :shifter, :traits [{:description "While shifting, you gain a climb
speed of 30 feet.", :name "Shifting Feature"}]}, :longstride {:abilities
{:orcpub.dnd.e5.character/dex 1}, :key :longstride, :name "Longstride", :option-
pack "UA - Eberron", :race :shifter, :traits [{:description "While shifting, you
can use the Dash action as a bonus action.", :name "Shifting
Feature"}]}, :longtooth {:abilities {:orcpub.dnd.e5.character/str
1}, :key :longtooth, :name "Longtooth", :option-pack "UA -
Eberron", :race :shifter, :traits [{:description "While shifting, you can make a
bite attack as an action. This is a melee weapon attack\nthat uses Strength for its
attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a\
ntarget that is your size or smaller, the target is also grappled.", :name
"Shifting Feature"}]}, :razorclaw {:abilities {:orcpub.dnd.e5.character/dex
1}, :key :razorclaw, :name "Razorclaw", :option-pack "UA -
Eberron", :race :shifter, :traits [{:description "While shifting, you can make an
unarmed strike as a bonus action. You can use your\nDexterity for its attack roll
and damage bonus, and this attack deals slashing damage.", :name "Shifting
Feature"}]}, :wildhunt {:abilities {:orcpub.dnd.e5.character/wis
1}, :key :wildhunt, :name "Wildhunt", :option-pack "UA -
Eberron", :race :shifter, :traits [{:description "While shifting, you gain
advantage on all Wisdom-based checks and saving throws", :name "Shifting
Feature"}]}}}, "UA - That Old Black Magic" {:orcpub.dnd.e5/subraces {:abyssal
{:race :tiefling-tobm-variant-, :traits [{:name "Abyssal Arcana", :description
"Each time you finish a long rest, you gain the ability to cast cantrips and spells
randomly determined from a short list. At 1st level, you can cast a cantrip. When
you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can
cast a 2nd-level spell.\n You can cast a spell gained from this trait only once
until you complete your next long rest. You can cast a cantrip gained from this
trait at will, as normal. For 1st-level spells whose effect changes if cast using a
spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot.
Spells of 2nd level are cast as if using a 2nd-level slot.\n At the end of each
long rest, you lose the cantrips and spells previously granted by this feature,
even if you did not cast them. You replace those cantrips and spells by rolling for
new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and
spell. If you roll the same spell or cantrip you gained at the end of your previous
long rest, roll again until you get a different result."} {:description "Your hit
point maximum increases by half your level (minimum 1). (enter manually)", :name
"Abyssal Fortitude"}], :name "Abyssal", :option-pack "UA - That Old Black
Magic", :abilities {:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/con
1}, :props {:language {:common true, :abyssal true}}, :spells [{:value
{:ability :cha, :key :dancing-lights}} {:level 1, :value {:ability :cha, :level
0, :key :true-strike}} {:level 1, :value {:level 0, :ability :cha, :key :light}}
{:value {:ability :cha, :key :message}} {:value {:ability :cha, :key :spare-the-
dying}} {:value {:ability :cha, :key :prestidigitation}} {:level 3, :value {:level
1, :ability :cha, :key :burning-hands}} {:level 3, :value {:level 1, :ability :cha,
:key :charm-person}} {:level 3, :value {:level 1, :ability :cha, :key :magic-
missile}} {:level 3, :value {:ability
:cha, :level 1, :key :cure-wounds}} {:level 3, :value {:ability :cha, :level
1, :key :tashas-hideous-laughter}} {:level 3, :value {:ability :cha, :level 1, :key
:thunderwave}} {:level 5, :value {:level 2, :ability :cha, :key :alter-self}}
{:level 5, :value {:level 2, :ability :cha, :key :darkness}} {:level 5, :value
{:level 2, :ability :cha, :key :invisibility}} {:level 5, :value {:level
2, :ability :cha, :key :levitate}} {:level 5, :value {:level 2, :ability :cha, :key
:mirror-image}} {:level 5, :value {:level 2, :ability :cha, :key :spider-
climb}}], :key :abyssal}}, :orcpub.dnd.e5/races {:tiefling-tobm-variant-
{:key :tiefling-tobm-variant-, :speed 30, :name "Tiefling (TOBM
Variant)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha
2}, :size :medium, :option-pack "UA - That Old Black Magic", :profs {:language-
options {:options {:common false}}}, :languages #{"Common"}, :traits
[]}}, :orcpub.dnd.e5/spells {:conjure-barlgura {:description "You summon a barlgura
that appears in an unoccupied space you can see within range. The barlgura
disappears when it drops to 0 hit points or when the spell ends.\n The barlgura
is hostile to all non-demons. Roll initiative for the barlgura, which has its own
turns. At the start of its turn, it moves toward and attacks the nearest non-demon
it can perceive. If two or more creatures are equally near, it picks one at random.
If it cannot see any potential enemies, the barlgura moves in a random direction in
search of foes.\n As part of casting the spell, you can scribe a circle on the
ground using the blood of an intelligent humanoid slain within the past 24 hours.
The circle is large enough to encompass your space. The summoned barlgura cannot
cross the circle or target anyone in it while the spell lasts.", :key :conjure-
barlgura, :school "conjuration", :name "Conjure Barlgura", :duration "Up to 10
minutes", :level 4, :option-pack "UA - That Old Black Magic", :components {:somatic
true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric
false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false,
:wizard true}, :range "60 feet"}, :conjure-hezrou {:description "You summon a
hezrou that appears in an unoccupied space you can see within range. The hezrou
disappears when it drops to 0 hit points or when the spell ends.\n The hezrou's
attitude depends on the value of the food used as a material component for this
spell. Roll initiative for the hezrou, which has its own turns. At the start of the
hezrou's turn, the DM makes a secret Charisma check on your behalf, with a bonus
equal to the food's value divided by 20. The check DC starts at 10 and increases by
2 each round. You can issue orders to the hezrou and have it obey you as long as
you succeed on the Charisma check. If the check fails, the spell no longer requires
concentration and the demon is no longer under your control. The hezrou then
focuses on devouring any corpses it can see. If there are no such meals at hand, it
attacks the nearest creatures and eats anything it kills. If its hit points are
reduced to below half its hit point maximum, it returns to the Abyss.\n As part
of casting the spell, you can scribe a circle on the ground using the blood of an
intelligent humanoid slain within the past 24 hours. The circle is large enough to
encompass your space. The summoned hezrou cannot cross the circle or target anyone
in it while the spell lasts.", :key :conjure-hezrou, :school "conjuration", :name
"Conjure Hezrou", :duration "Concentration, up to 1 hour", :level 7, :option-pack
"UA - That Old Black Magic", :components {:material-component "food worth at least
100 gp, which the spell consumes", :verbal true, :somatic true, :material
true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard
true}, :range "60 feet"}, :conjure-lesser-demon {:description "You summon up to a
total of eight manes or dretches that appear in unoccupied spaces you can see
within range. A manes or dretch disappears when it drops to 0 hit points or when
the spell ends. The demons are hostile to all creatures. Roll initiative for the
summoned demons as a group, which has its own turns. The demons attack the nearest
non-demons to the best of their ability. As part of casting the spell, you can
scribe a circle on the ground with the blood used as a material component. The
circle is large enough to encompass your space. The summoned demons cannot cross
the circle or target anyone in it while the spell lasts. Using the material
component in this manner consumes it.\n At Higher Levels. When you cast this
spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you
cast it using a spell slot of 8th or 9th level, you summon thirty-two
demons.", :key :conjure-lesser-demon, :school "conjuration", :name "Conjure Lesser
Demon", :duration "Concentration, up to 1 hour", :level 3, :option-pack "UA - That
Old Black Magic", :components {:verbal true, :somatic true, :material
true, :material-component "a vial of blood from an intelligent humanoid killed
within the last 24 hours"}, :casting-time "1 action", :spell-lists {:bard
false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock false, :wizard true}, :range "60 feet"}, :conjure-shadow-demon
{:description "You summon a shadow demon that appears in an unoccupied space you
can see within range. The shadow demon disappears when it drops to 0 hit points or
when the spell ends. Roll initiative for the shadow demon, which has its own turns.
You can issue orders to the shadow demon, and it obeys you as long as it can attack
a creature on each of its turns and does not start its turn in an area of bright
light. If either of these conditions is not met, the shadow demon immediately makes
a Charisma check contested by your Charisma check. If you fail the check, the spell
no longer requires concentration and the demon is no longer under your control. The
demon automatically succeeds on the check if it is more than 100 feet away from
you.\n As part of casting the spell, you can scribe a circle on the ground using
the blood of an intelligent humanoid slain within the past 24 hours. The circle is
large enough to encompass your space. The summoned shadow demon cannot cross the
circle or target anyone in it while the spell lasts.", :key :conjure-shadow-
demon, :school "conjuration", :name "Conjure Shadow Demon", :duration
"Concentration, up to 1 hour", :level 4, :option-pack "UA - That Old Black
Magic", :components {:verbal true, :somatic true, :material true, :material-
component "a vial of blood from an intelligent humanoid killed within the last 24
hours"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard
true}, :range "60 feet"}, :conjure-vrock {:description "You summon a vrock that
appears in an unoccupied space you can see within range. The vrock disappears when
it drops to 0 hit points or when the spell ends.\n The vrock's attitude depends
on the value of the gem used as a material component for this spell. Roll
initiative for the vrock, which has its own turns. At the start of the vrock's
turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to
the gem's value divided by 20. The check DC starts at 10 and increases by 2 each
round. You can issue orders to the vrock and have it obey you as long as you
succeed on the Charisma check. If the check fails, the spell no longer requires
concentration and the vrock is no longer under your control. The vrock takes no
actions on its next turn and uses its telepathy to tell any creature it can see
that it will fight in exchange for treasure. The creature that gives the vrock the
most expensive gem can command it for the next 1d6 rounds. At the end of that time,
it offers the bargain again. If no one offers the vrock treasure before its next
turn begins, it attacks the nearest creatures for 1d6 rounds before returning to
the Abyss. As part of casting the spell, you can scribe a circle on the ground
using the blood of an intelligent humanoid slain within the past 24 hours. The
circle is large enough to encompass your space. The summoned vrock cannot cross the
circle or target anyone in it while the spell lasts.", :key :conjure-vrock, :school
"conjuration", :name "Conjure Vrock", :duration "Concentration, up to 1
hour", :level 5, :option-pack "UA - That Old Black Magic", :components {:verbal
true, :somatic true, :material true, :material-component "a gem worth at least 100
gp, which the spell consumes"}, :casting-time "1 action", :spell-lists {:bard
false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock false, :wizard true}, :range "60 feet"}}}}

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