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Xanathars lost notes to everything else pdf free download

Xanathars lost notes to everything else pdf free download

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Web’ l o s tn o t e stoe v e r y t h i n ge l s e XANATHAR'S LOST NOTES TO EVERYTHING ELSE Credits Lead Designer: Ruty Rutenberg Designers: Lysa Chen, Will Doyle, James WebCheck Xanathar's Lost Notes to Everything Else from t_hann90 here. Like Xanathar's Lost Notes to Everything Else? Just add Xanathar's Lost Notes to Everything Else of WebApr 29,  · Xanathar's Guide To Everything. Skip to main content. Due to a planned power outage on Friday, 1/14, d-de-xanathars-guide-to-everything Identifier-ark WebType: PDF. Date: November Size: MB. Author: Alexis Dragon. This document was uploaded by user and they confirmed that they have the permission to share it. If WebApr 10,  · View flipping ebook version of Xanathar's Lost Notes to Everything Else published by t_hann90 on Interested in flipbooks about Xanathar's Lost ... read more




Each piece of equipment must be within your reach throughout the ritual, at the conclusion of which, you infuse a part of your being into the runes, causing them to glow slightly with your own spiritual essence. Runic Augmentations. Once you activate one of your runic augmentations, you must finish a short or long rest before you can use it again. You learn two additional augmentations at 7th, 10th, 15th, and 18th level. Each time you learn new augmentations, you can choose to replace one you already know with a different one. Augmentation Activation. You can activate one of these augmentations on your turn using your bonus action to empower your attacks Sokn , your reaction to entrench your defenses Vard or skillfully enhance another ability Hagr with your action. While you concentrate on a rune, you can cast spells but you can't concentrate on a rune and a spell at the same time. You gain the ability to concentrate on two runes at once at 10th level. Saving Throws.


Some of your runic augmentations require your target to make a saving throw to resist the effects. Additionally, you double your proficiency bonus when making Intelligence checks that involve identifying magical writing, such as arcane sigils or divine text. Eyes of the Arcanist Starting at 7th level, if you spend at least 1 minute observing the flow of magic in the immediate area, you can detect familiar patterns in the weave. The DM tells you the general location of magic writing used in rite or ritual within 60 feet of you, whether active or dormant, and you know the type arcane, divine, or otherwise of any script you sense but not its exact purpose or power. You can use this feature a number of times a day equal to your proficiency bonus.


Choose one Tal effect from the runes you have active, and all active augmentations go dormant until you finish a short or long rest. You can still use other augmentations you have yet to activate. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 15th level, you can use this feature twice before a rest, but only once per turn. Runic Mastery At 18th level, you can have three runes activate and you no longer need to concentrate on your runic augmentations. In the ancient tongues, the augmentation can be said before or after the rune. Sokn Attack Augmentation You can activate a rune with the Sokn augmentation as a bonus action.


Once per turn, when you hit a creature with a weapon attack, you ignite the target. At the start of each of the burning creature's turns, it takes 1d4 fire damage for each time you've burned it, and it can then make a Constitution saving throw, ending the effect of all such burns on itself on a success. Alternatively, the burned creature, or a creature within 5 feet of it, can use an action to make a Wisdom Medicine check against your runic save DC, ending the effect of all burns on it on a success. When you hit a creature with a weapon attack, it can't take reactions until the start of its next turn. Once per turn, when you hit a creature with a weapon attack, you deal an additional 1d4 necrotic damage and you recover hit points equal to the necrotic damage dealt. When you hit a Large or smaller creature with a weapon attack, it must make a Strength saving throw, falling prone on a failed save.


When a creature hits you with a melee attack, you can use your reaction to make a melee weapon attack against that creature. Vard Defense Augmentation You can activate a rune with the Vard augmentation as a reaction. When you are hit by a melee attack, the attacker takes fire damage equal to your proficiency bonus. When you are hit by a melee attack, the damage you take from the attack is reduced an amount equal to your proficiency bonus. You gain a bonus to saving throws made to resist being frightened equal to your Constitution modifier. You have advantage on saving throws made to resist being moved against your will. Ranged attacks made against you have disadvantage as wind whips around you. These runeguards sound like walking metal scrolls over fleshy bits.


Seems a bit over-complicated, but I suppose lesser beings have gone to greater lengths to attain power. You really are a pompous f leshy bit. Hagr Ability Augmentation You can activate a rune with the Hagr augmentation as an action. This rune must be inscribed on your body to be activated. You can add your Constitution modifier to your Strength Athletics and Dexterity Acrobatics ability checks. You ignore difficult terrain and can walk safely across still or gently moving water. You have advantage on death saving throws and Constitution saving throws made to maintain concentration.


Your movement speed increases by a number of feet equal to 5 times your Constitution modifier minimum 5 feet. This rune manifests in the air around you when activated. Each creature within a 5-foot-radius of you must make a Dexterity saving throw, taking fire damage equal to 2d6 × the number of runes you have active on a failed save, or half as much damage on a successful one. An eruption of magical frost blasts from you in a radius equal to 10 feet × the number of runes you have active. All creatures of your choice within the area must succeed on a Strength saving throw or be restrained for a number of rounds equal to the number of active runes. At the end of each of their turns, they can repeat the saving throw to break free. Life spirits swirl about you in a 5-foot-radius. All creatures of your choice within that radius regain hit points equal to 1d6 × the number of runes you have active.


You release your runic power in an arc before you, creating a cone of difficult terrain as jagged earth erupts equal to 5 feet × the number of runes you have active. When a creature enters this area for the first time on a turn or starts its turn there, it takes 2d4 slashing damage. A furious cyclone whips up a strong wind around you. All creatures within a foot-radius must succeed a Strength saving throw or take 1d10 bludgeoning damage, be pushed a number of feet equal to 5 × the number of runes you have active minimum of 5 feet , and fall prone. familiar 'm I y sa 't n a c Atonement? I cept. with the con Monk Getting your enemies to understand your point of view is a greater victory than leaving them with broken jaws.


Though sometimes you need to break a few jaws to get them to see things your way. Way of Atonement Monks of the Way of Atonement seek absolve themselves for their past transgressions, sins, and current indiscretions by giving up their possessions and atoning through peaceful and selfless service. Feared by those with wealth, and praised by those who lack it, these monks are easy to spot in their dusty burlap robes and bare feet. The Atoned sacrifice, not only in material possessions but, flesh to find their way to forgiveness and often carve or brand the markings of the gods on their skin in homage. In exchange for the strength to seek perfect purity in an existence full of ambition and hubris, followers of this path endeavor to abstain from anger, envy, and corruption. As part of their atonement, they learn to encourage wicked and vile denizens of their world to repent using only a heavy, unadorned club that each refers to as their penance. To take this path, the acolyte must commit to the poorest lifestyle, renouncing all that they were before atonement.


Way of Atonement Features Monk Level Features 3rd Atonement, Penance, Strength of Faith 6th Armament of Atonement 11th Labor of the Gods 17th Enlightened Voice Atonement When you choose this tradition at 3rd level, you can channel your vitality to fuel your wrath. You have a pool of Atonement Dice, represented by a number of d8s equal to your monk level which you can use to empower your Way of Atonement features. You regain all expended dice when you atone at the end of a short or long rest. Atonement requires deep contemplation, and usually making amends for the pain you inflict on others by inflicting that pain on yourself during contemplation or prayer.


To atone, roll the Atonement Dice you spent and add them together. You deal bludgeoning, piercing, or slashing damage to yourself equal to the total. You deal this damage after you regain hit points from any Hit Dice you spend at the end of a short or long rest. Your penance and unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, when you reach 6th level, you lose 1 Atonement Die for each permanent magic item you currently own, except for your penance, and lose 1 Atonement Die whenever you acquire a new permanent magic item. Labor of the Gods At 11th level, constant suffering has made you no stranger to pain.


When you are reduced to 0 hit points but not killed outright, you can use your reaction to spend an Atonement Die, roll it, and recover hit points equal to that number plus your Constitution modifier. At 17th level, you gain one additional use of this feature between rests, and can spend any number of Atonement Dice to when you do. You perform these prayers over the course of 1 hour, which can be during a short rest. During this ritual, you carve notches that represent your past atonements, and each time you take a short rest, you're compelled to consider any additional sins you have committed and add notches to its stock to atone.


Strength of Faith At 3rd level, you learn to focus your anger to strike harder, delivering justice with your penance at the expense of your own vitality. When you hit with an unarmed attack or a club, you can channel your zeal through your ki and spend Atonement Dice to add an additional 2d8 force damage for each you spend. When you use this feature, you can expend 1 ki point and spend a number of Atonement Dice equal to half your monk level or less. Additionally, when in counsel with any creature that you're able to speak with, and can understand you, you can spend a number of Atonement Dice equal to half your monk level or less and add the total to the result of any one Charisma, Intelligence, or Wisdom check or saving throw. Way of Empathy Monks of the Way of Empathy follow the tradition instilled with compassion for all living beings.


While their training includes martial practice as a form of selfdiscipline, their teachings also focus on a healing art of rare form, known as Empathy. Using these techniques, they learn to manipulate the ki to transfer malady and pain from another to themselves. Some members of this tradition dedicate themselves to the sick and the poor, while others find their calling side by side with soldiers, rehabilitating the fallen in battle. Their scars might telltale of thousands of warriors, without ever feeling the cold of steel against their own flesh. Don't know those! Now you're just making up words We also have words like hon or and sympat hy. Might want to look tho se up someday, Eye-ball. Way of Empathy Features Monk Level Features 3rd Healing Chakra, Empathy 6th Sense Emotion, Empathetic Bond 11th Adrenal Surge 17th Improved Empathetic Bond Healing Chakra When you choose this tradition at 3rd level, you learn to extend the bounds of your internal fortitude through focus and deep concentration to recover from injury at an accelerated pace.


During a short rest, when you roll a hit die to regain hit points, you regain twice the number rolled before adding your Constitution modifier. Empathy At 3rd level, your depths of compassion allow you to take the wounds of others at the cost of your own health. As an action, you can expend 1 ki point to touch a creature and heal a number of hit points up to 5 × your monk level. You take damage equal to the amount of hit points healed. Sense Emotion At 6th level, you can unlock the chakra pathways within other creatures. You learn the friends cantrip, and can spend 2 ki points to cast calm emotions or detect thoughts.


Empathetic Bond At 6th level, you can create a metaphysical link between you and another creature at the end of a short or long rest. While the creature is within 60 feet of you it has resistance to all damage. You can also end this link on your turn as a bonus action. Adrenal Surge At 11th level, as a bonus action, you can expend 5 ki points to send a surge of adrenaline to push your allies to peak performance. Up to five creatures within 30 feet that can see you gain advantage on their next Constitution, Dexterity, or Strength ability check, attack roll, or saving throw and gains temporary hit points equal to your monk level, provided the creature can see or hear you. Improved Empathetic Bond At 17th level, you can use your Empathetic Bond feature to create two bonds instead of one, and you can use your Empathy feature as an action to replace some of their hit points if they are within 30 feet. Additionally, while both links are active, you gain resistance to all damage, including damage from your Empathy and your Empathic Bond features.


You can end one or both links on your turn as a bonus action. It's also the very reason why I'm in control right now and you're not. Of course, there are those with a bit more grace and lenity in their methods, but we can't all be Isteval. Oath of Predation Paladins who follow the Oath of Predation believe that the world can only be made perfect through utter control. Through careful planning, subterfuge and unwavering patience, these paladins create hierarchies with themselves at the top, and execute their power with impunity. Few paladins can resist the allure of unchecked power, and most succumb to the temptations of tyranny. The clearest example of these illriggers come from the Dragonlance setting, an Order known as the Knights of Takhisis. Oath of Predation Features Paladin Level Features 3rd Bonus Proficiencies, Channel Divinity 7th Perfect Domination 15th Shroud of the Illrigger 20th Hand of Manipulation Tenets of Predation The tenets of the Oath of Predation remind its adherents that the whims of their patron supersede all other oaths and laws.


Cultivate the Flock. It is not enough to gather a congregation. You must hone them to a ready point, zealous to do what is necessary with a word. Maintain Supremacy. You are the order in the midst of chaos. You vow to follow no rules other than the rigid disciplines necessary to maintain the faith. Those who deviate from the plan will die. Reward thy Followers. Engage not in needless cruelty and will treat well those who submit. Honor thy contracts but do not hesitate to steal, murder or mislead to complete your orders. World of Order. I will provide authority where it lacks and subjugate myself to the cause.


Just as I do no operate with impunity, I will create and maintain a network of followers to precipitate our unquestionable dominion. Oath of Predation Spells Planning, patience, minions! Who's making things up now? Additionally, if you are proficient in the Deception, Intimidation, or Persuasion skills, your proficiency bonus is doubled to these checks using these skills. Channel Divinity When you take this option at 3rd level, you gain the following two Channel Divinity options. Predatory Instincts. When you roll initiative, you can use your Channel Divinity to imbue your movements with foul alacrity. This damage increases to 2d6 at 7th level, 3d6 at 11th level, 4d6 at 15th level, and 5d6 at 19th level.


Fell Suggestion. As an action, you can use your Channel Divinity to magically enthrall another creature within 5 feet of you. If the target can see or hear you, it must succeed a Wisdom saving throw or become charmed by you for 1 minute. You can use a bonus action to issue simple commands to the charmed creature if it is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn. When you issue a command, and at the end of each of its turns, the creature must succeed a Wisdom saving throw or carry out your instructions to the best of its ability on its turn. The DM determines how the target behaves. Hand of Manipulation At 20th level, you gain the ability to execute your master plans unseen. As an action, you can magically become an avatar of deception and subterfuge, gaining the following benefits for 1 minute. Their attacks deal additional damage equal to your Charisma modifier minimum of 1.


Perfect Domination Starting at 7th level, when you use your Fell Suggestion feature, you can choose to force the creature to fail its saving throw if its challenge rating is equal to or below a certain threshold, as shown below. When the creature would make a saving throw to break the effect, it does so at disadvantage. A creature subjected to your perfect domination is charmed by you for 1 hour instead of 1 minute. At 19th level, this indefinite charm extends to creatures of CR 1 or lower. They believe in their hearts that some creatures, often those who commit atrocities, are fated to die in battle. These paladins are the executioners. Their oath gives them the power to bend destiny in their favor and send foes to their final fate. Tenets of Providence The tenets of the Oath of Providence are written in stone on the tombs of paladins undertaking this path.


Embrace Destiny. When bad luck comes your way, understand it was meant to be and search for the opportunity fate has given you within your loss. Deliver Enemies to Fate. They must die by your hand. Accept that which Cannot Change. Fate is a force more powerful than the gods. Accept that there are situations in which you're powerless and take power over that you can influence. Strength in Numbers. Together with your allies, you have the power to influence fate. Destiny smiles upon those who embrace it. Oath of Providence Spells Paladin Level Spells 3rd bless, divine favor 5th aid, augury 9th bestow curse, clairvoyance 13th death ward, divination 17th commune, legend lore Channel Divinity When you take this option at 3rd level, you gain the following two Channel Divinity options.


You can use your Channel Divinity to invoke the divine to smile upon your allies. When one creature within 60 feet of you that you can see makes a saving throw, you can use your reaction to grant the creature advantage on the save, using your Channel 26 Divinity. If the effect allows the creature to take only half damage on a successful save, the creature instead takes no damage on a successful save, and only half as much damage one a failed one. Kiss of Calamity. As an action, your Channel Divinity can be used to besiege your enemies with bad luck. Each unfriendly creature that can see or hear you within 30 feet of you must make a Charisma saving throw, gaining disadvantage on all saving throws for 1 minute on a failure. You must be conscious for this feature to have effect.


Favor the Bold Beginning at 7th level, your good fortune guides your hand. Once per turn when you miss with an attack, you can choose to hit instead. When you use this feature, the creature takes extra radiant damage equal to your Charisma modifier minimum of 1. You can use this feature a number of times equal to your Charisma modifier a minimum of once. You regain any expended uses when you finish a long rest. Gift of Foresight Starting at 15th level, your faith grants you a prophetic glimpse into the future. When you finish a short or long rest, roll one d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with your prophetic roll.


You must choose to do so before the roll, and you can use roll in this way only once. When you finish a short or long rest, you lose any unused prophetic roll. Hand of Fate At 20th level, you become an agent of destiny, heavily influencing the outcome of the events around you. For 1 minute, an argent glow shines dim light from you in 30foot radius. Whenever an enemy creature starts its turn in your glow, it has disadvantage on attacks and saving throws, while you and friendly creatures have advantage on attack rolls and saving throws. As the glow fades away, you regain all expended uses of Channel Divinity, Favor the Bold, and your Gift of Foresight features. City rangers! All the benefits with none of the cons like the smell of the sweaty outdoors. Those in my employ in this city are well taken care of. I even let them keep their pets! Apply now! al leys a e th h ug ro th me ng wi llo fo y That gu these hunters.


It happens in ancient ruins, dank caves, and crowded cities. The towers are my mountains, the allies are my forest, and the criminal scum is my quarry. Burghal Explorer Burghal Explorers are at home in tight places, making their living as urban bounty hunters or guiding magical search crews through dangerous ruins. Dark slums and ruined cities, choked with thirsty weeds and decorated with crumbling remnants of once-thriving communities, become gathering points for desperate innocents—and for sneak-thieves and bandits who prey on the helpless. Burghal Explorers toe the line between the natural forest and cityscapes, moonlighting as vigilantes, or fending off unnatural horrors that reach covetously toward the darkest, deepest, plots of land. Burghal Explorer Features Ranger Level Feature 3rd Burghal Explorer Magic, Grazing Strike 7th Above and Below 11th Streetwise 15th Close Quarters Burghal Explorer Magic Starting at 3rd level, you learn an additional spell with you reach certain levels in this class, as shown in the Ruin Dweller Spells table.


It has disadvantage the next saving throw it makes before the end of its next turn. It has disadvantage on the next Strength check or attack roll it makes before the end of its next turn. Its movement speed is reduced by 10 feet until the end of its next turn. It must succeed a Strength saving throw. If it fails, you can push it up to 5 feet away from you. If it hits a wall, or other permanent structure as a result of being pushed, it takes an additional 1d6 bludgeoning damage. Above and Below At 7th level, you can identify the fastest routes across cityscapes or crumbling ruins, whether the path leads through the sewers below or the roofs above.


Climbing and swimming no longer costs you extra movement and you can hold your breath for twice as long as normal. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Streetwise At 11th level, you disappear into crowds without hesitation. Any ranger can add urban environments as a type of favored terrain at 1st, 6th, or 10th level instead of choosing from the options in the Player's Handbook. Wasteland Wanderer Some worlds thrive, with large swathes of the land covered with flora and fauna that can be both beautiful and dangerous while other lands, or other worlds, become desolate wastelands through cataclysmic occurrences either natural or manufactured. Apocalyptic events turn the land into hazardous voids more dangerous than any monster. Only the hardiest life forms survive, and even they are often mutated into hideous reflections of their natural selves.


Forged in harsh kiln of apocalyptic survival are the Wasteland Wanderer. These rangers of ruin rely on the skills and knowledge they have gathered by surviving the terrible conditions of their world— and often helping others survive as well. Wasteland Wanderer Features Ranger Level Feature 3rd Wasteland Wanderer Magic, Vigilant Guardian 7th Trail of Trouble 11th Shared Succor 15th Safety in Numbers Wasteland Wanderer Magic Starting at 3rd level, you learn an additional spell with you reach certain levels in this class, as shown in the Wasteland Wanderer Spells table. Additionally, you can take the Disengage action as a bonus action on your turn. When you do, you can move through the space of any creature that is size Medium or larger and you ignore half cover when you make an attack against another creature. Close Quarters At 15th level, you always gain the benefits of half cover whenever two or more creatures are within 5 feet of you.


As a bonus action while holding a shield, you can grant this to benefit to one of the creatures adjacent to you until the start of your next turn or it moves 10 feet away from you. If a member of your party is surprised at the start of combat, you have advantage on initiative rolls. Additionally, you can use your bonus action to make a Wisdom Perception or Intelligence Investigation check to notice hidden enemies. If you notice a hidden creature, you can immediately move up to half your speed and make one additional weapon attack against that target, as part of that same bonus action. When you do, you have advantage on the attack and you deal an additional 2d8 damage on a hit. You gain this benefit even while traveling at a normal pace, instead of a slow pace, while you are in your favored terrain.


Additionally, you can use your Primeval Awareness feature to focus your senses to unnatural disturbances nearby. For 1 minute per level of the spell slot you expend, you can divine the types of traps to a range of 60 feet, learning how they trigger, and the type of damage they deal. When you do so, you also gain resistance to traps you identify with this feature until you finish a short or long rest. I'm all for cataclysmic events, but why would you want to stick around and explore afterward? When the Spellplague hit, I just holed up in Skullport and patiently rebuilt my guild. Having so little patience must be such a burden. Want to see patience? Tr y read ing your own notes. You real ly kn ow ho w to put the "rant" in Tyrant.. Shared Succor At 11th level, when you cast a ranger spell that restores hit points to a creature other than you, treat any dice rolled to determine the hit points regained as having rolled their maximum value, and you regain hit points equal that number plus your wisdom modifier.


At 15th level, you can choose one additional creature within range of the spell, to regain that number of hit points. You have advantage on the attack roll, and if it hits, your target has disadvantage on its next attack roll until the end of its next turn. You can use this feature a number of times equal to your Wisdom modifier minimum of 1. You regain all expended uses when you finish a long rest. There are gods that enjoy a good time, ya know. And they have enemies. Divine Herald Your strict upbringing has made you an unwavering and swift agent of divine retribution. Divine Herald Features Rogue Level Features 3rd Spellcasting, Harbinger of Faith, Dogma Votary 9th Guise of the Believer 13th Crosier of Penance 17th Last Rites Spellcasting When you reach 3rd level, you gain the ability to cast spells.


See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list. You learn three cantrips of your choice from the cleric sell list. You learn another cleric cantrip of your choice at 10th level. The Divine Herald Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. For example, if you know the 1st-level spell cure wounds and you have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. You know three 1st-level cleric spells of your choice. The Spells Known column of the Divine Herald Spellcasting table shows when you learn more cleric spells of 1st level or higher. The spells must be of a level for which you have spell slots. Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.


Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through dedicated study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Must be tough keeping anything valuable in those temples. Divine Herald Spellcasting Rogue Cantrips Spells —Spell Slots per Spell Level— Level Known Known 1st 2nd 3rd 4th 3rd 3 3 2 — — — 4th 3 4 3 — — — 5th 3 4 3 — — — 6th 3 4 3 — — — 7th 3 5 4 2 — — 8th 3 6 4 2 — — 9th 3 6 4 2 — — 10th 4 7 4 3 — — 11th 4 8 4 3 — — 12th 4 8 4 3 — — 13th 3 9 4 3 2 — 14th 3 10 4 3 2 — 15th 3 10 4 3 2 — 16th 3 11 4 3 3 — 17th 3 11 4 3 3 — 18th 3 11 4 3 3 — 19th 3 12 4 3 3 — 20th 3 13 4 3 3 1 Harbinger of Faith Starting at 3rd level, your Sneak Attack deals radiant damage instead of dealing the damage of the same type as your weapon.


If you follow an evil god, it deals necrotic damage instead. Additionally, when you hit a creature with a weapon attack on your turn, you can instill doubt in your target, causing it to question its convictions. The target must make a successful Wisdom saving throw or suffer disadvantage on the next attack it makes within 1 minute. You can use this feature an amount of times equal to your Wisdom modifier minimum of 1. You regain all uses after a long rest. Dogma Votary At 3rd level, your studies have given you a wide knowledge of religion and its impact on life. Whenever you make an Intelligence History or Religion check to recall information about the gods or their worshipers, you are considered proficient in these skills and add double your proficiency bonus to the check, instead of your normal proficiency bonus.


Guise of the Believer Starting at 9th level, your time spent among the zealous gives you impeccable insight into their mannerisms, speech patterns, and venerable demeanor, even outside of your religious affiliation. When posing as a member of a religious organization, your identity is unquestioned by the masses. You have advantage on Charisma Deception checks you make against a discerning creature to expose your guise. Additionally, you can instill further doubt in your target, granting them disadvantage in the contest with your posturing. Once you have used this feature, you must finish a short or long rest before you can use it again. Crosier of Penance At 13th level, your fire of your faith makes you difficult to extinguish. If you succeed, you can immediately roll any number of Hit Dice and regain hit points equal to the result. Last Rites At 17th level, when you hit a creature that is below its hit point maximum, you can use your Sneak Attack feature on that creature, even if you are at disadvantage.


This damage increases by 1d6 if the target is undead, fiend, or celestial. I get mine from being awesome! Sylgar tells me so Wild Knowledge Starting at 1st level, you can speak, understand, and write Sylvan and gain proficiency in the Nature skill. Fey Magic Your link to nature allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all restrictions for selecting the spell, and it becomes a sorcerer spell for you. Nature is my nature, of course. Fey Magic Your innate magic comes from fey magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their ancestry back to a lord or lady of the Plane of Faerie. Other fey sorcerers are descendants of warlocks who of made a pact with an archfey.


The vines last for 1 hour. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical damage. You must finish a short or long rest before you can before you can use this feature again. Additionally, when you cast a sorcerer spell of 1st level or higher, you can expend 1 sorcery point to make yourself and any equipment you possess invisible until the end of your next turn. This invisibility ends early if you attack or cast a spell. Changing the damage type of a cantrip costs 1 sorcery point. Additionally, once per turn when you cast a spell of 1st level or higher you can spend all of your movement speed on your turn to teleport up to 15 feet to an unoccupied space that you can see. Warlock Anyone can make a deal with a devil. It takes real guts to make a pact with a creature of chaos or go looking for a genie.


Real guts or real crazy. Maybe a bit of both. The Chaos You have made a pact with a creature that revels in the madness and infinite possibility of the chaotic planes. Your patron could be a powerful slaad lord of Limbo, an ever-changing and roiling soup of impermanent matter and energy. Your patron could be a god of madness, such as Cyric, or a demon lord-in-exile in the depths of Pandemonium, a dark plane of tunnels carved by howling winds. Your patron could be a fearsome giant or celestial valkyrie of Ysgard, a heroic plane of soaring mountains, endless battles, and boundless creativity.


Unlike devils with their carefully crafted words and contracts, your patron is beholden to nothing but its twisted whims. Many chaos warlocks find their powers to be a cruel curse, but those who embrace the chaos learn that unpredictability is their greatest source of strength. The Chaos Features Warlock Level Features 1st Pact Spells, Strings Attached 6th Tumble Through Chaos 10th Chaos Walker 14th Planar Vertigo Chaos Expanded Spells The Chaos lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Each night, denizens from the chaotic planes visit you in your sleep to play cruel tricks but reward you with the sweetest of treats. When you roll for a new gift, it replaces the old one. Your patron sometimes makes cidyoenu ce. punch yourself? What a coin s. I do the same with my minion 33 Tumble Through Chaos Chaos Patron Gifts Trick Treat 1 You wake to eyes fogged over.


You are blind beyond 5 feet. You can see invisible creatures and objects out to a range of feet. You have disadvantage on Dexterity Stealth checks whether your mouth is open or closed. Once per short or long rest, you can channel your booming voice to cast thunderwave at the level of your warlock spell slots. You have disadvantage on Charisma Deception checks. People find you trustworthy. You gain advantage on Charisma Persuasion checks. Attacks against you are rolled with advantage. Your seemingly random and aggressive lash-outs mark your instability. You have advantage on attack rolls.


You are Tiny, and your base walking speed is 20 feet. You have advantage on Dexterity Stealth checks and can take the Hide action as a bonus action. When or you make an attack roll, you always miss your target on a 1 or a 2, and hit yourself instead. Starting at 6th level, you can conjure a portal to travel through the planes of chaos. You can cast dimension door with this feature without expending a spell slot or material components. However, denizens of that plane try to hamper your progress. When you use your action to use this feature in this way, you declare your intended destination and then roll 1d4 to determine how the denizens intervene.


Whenever you would bring a willing creature with you, that creature always arrives at the intended destination unharmed. At 14th level, at the end of the turn you use this feature, you can roll 1d6 and, on a 6, you regain the use of this feature immediately. When you reappear on your original plane, at the end of your next turn, you have aged 7 days and bear a fresh scar as a souvenir of your conquests. You reappear by yourself 1d6 x 5 feet short of your intended destination. You take 2d4 psychic damage and arrive at your destination deafened for a number of rounds equal to the damage you received. Chaos Walker Your dreams are so nonsensical they would drive most creatures insane, but your senses have been dulled to the madness. Starting at 10th level, you gain advantage on saving throws against being frightened and madness checks, and your physical form begins to reflect the chaos in your mind. Bits of energy, planar residue from your travels through the chaotic planes, cling to your body in constantly shifting forms and color.


Whenever you finish a short or long rest, roll 1d6 to determine your current chaotic features. If you already have horns, magenta energy wraps around them and writhe like tendrils behind you. However, whenever your shadow is cast, it reflects a different demon shape from a tiny quasit to a hulking barlgura, watching your every move 6 Whenever someone looks at you, your nose seems to drift slowly to the side of your face but returns to its normal position when they blink. Each affected creature must make an Intelligence saving throw. On a failure, it is launched into the air 10 feet in a random direction and suspended in midair for 1 minute. While suspended, the creature is incapacitated by supernatural vertigo. You can grant advantage on this saving throw to a number of creatures of your choice, up to your Charisma modifier minimum of 1 , including yourself. On a success, a creature gains a fly speed equal to its walking speed for the duration. On a failure, the creature is launched another 10 feet in a random direction and remains incapacitated.


On a success, it gains a fly speed equal to its walking speed for the duration and is no longer incapacitated. An incapacitated creature that impacts a solid surface takes 2d6 bludgeoning damage, and the effect immediately ends, causing it to fall to the ground. The effect ends for all creatures after 1 minute, when each creature loses the fly speed gained from this feature and fall to the ground, unless they already have a fly speed. Your patron is a noble genie, a creature whose spirit is infused with the primordial essence of the Elemental Planes. These creatures are the rarest and most powerful of their kind. They aim to achieve ultimate greatness, splendor, and the reverence of all beings. Though noble genies aren't gods, they feel deserving of such veneration from their servants. They're accustomed to wealth and opulence and treat their insatiable indulgence as an entitlement to their own power and grandeur. The Noble Genie Features Warlock Level Features 1st Expanded Spell List, Noble Patronage, Gen Vizier 6th Bargain of Power 10th Elemental Attunement 14th Genie Form Expanded Spell List The Noble Genie lets you choose from an expanded list of spells when you learn a warlock spell.


Additionally, you choose the one of the four types of noble genie to be your patron as shown on the Noble Genie Patrons table below. Your choice determines several of your class features as you gain level. Noble Genie Patron Genie Type Damage Type Dao Earth Poison Djinni Air Lightning Efreeti Fire Fire Marid Water Cold Oooh, real tough when your patron can be defeated by a lamp… 35 Gen Vizier At 1st level, your patron assigns a lesser genie, a gen, to accompany you during your travels. You gain the following benefit from your gen vizier. Spell Fetching. The spell must be of a level you can cast and can be from any class spell list. As a bonus action, you can request a spell for your gen to retrieve and it returns in a number of rounds equal to 1d12 minus your Charisma modifier minimum of 1. Well, scratch two eye minions. You must really want these notes back. I'm just borrowing them, you know. th Not quite sure he sees it at way When the gen returns, it immediately imparts the spell knowledge to you at the beginning of your turn, which you can then cast normally by expending a spell slot.


You can use this feature twice between long rests at 6th level and three times between long rests at 14th level. Gen Familiar A warlock who attains the Pact of the Chain at 3rd level can choose their gen as their familiar. See appendix A for the stat blocks of each gen type. The dice for your Spell Fetching feature turns into a d At 14th level, it turns into a d8. Additionally, you can expend one of these die, to gain advantage on a Charisma Intimidation or Persuasion check. Elemental Attunement At 10th level, you become more attuned to the primordial realm of your patron. You have resistance to the damage type defined by the Noble Genie Patron table. Also, whenever you cast a spell that deals damage of the type defined by the Noble Genie Patron table, add your Charisma modifier to that damage minimum of 1. Genie Form At 14th level, you can merge with yourself with your gen vizier to assume the form of an aspect of your genie patron.


Using your action, you undergo a transformation. For 1 minute, you gain the following benefits. After you use this feature, you must finish a long rest before you can use it again. Or you can learn to blend disciplines to create something entirely new. Beguiler Those who think charm and misdirection are the trades of the bard and warlock never heard of the arcane colleges specializing in Beguiling magic. The tradition blends enchantment and illusion magic, rather than specializing in either of those schools. Followers of this tradition are known as beguilers and believe a brilliant mind beats a charming personality. Beguilers are suave and adept spies, equipped to infiltrate any organization or compound without detection or with minimal casualties. Wizard Level Features 2nd Bonus Proficiencies, Erudite Elucidation 6th Sneak Spell 10th Mind Ambush 11th Sneak Spell Improvement 14th Master Deceiver 17th Sneak Spell Improvement Bonus Proficiencies Beginning when you select this school at 2nd level, you gain proficiency with light armor and your choice of the Deception, Persuasion, or Stealth skills.


You also learn one language of your choice. Erudite Elucidation Beginning when you select this school at 2nd level, influencing and resisting others is just like solving any other puzzle to you. When you make a Charisma check or saving throw, you can add your Intelligence modifier to the result. Sneak Spell Starting at 6th level, you know how to strike subtly with a spell and exploit a foe's distraction. Once per turn, you can deal extra damage equal to your Intelligence modifier minimum of 1 to one creature you hit with a spell attack from a wizard cantrip if you have advantage on the attack roll. These "regulators" should just stick to hunting their own until only the strongest are left. That would be the simplest solution. You mean instead of hunting you? You afraid of some competition, Eye-ball?


Mage Hunter Some societies deem the practice of magical arts as sacred and too dangerous to be taught to any but a worthy few. In order to prevent the weave from being defiled by renegades some institutions regulated the use of magic in their region. Those who tracked and dealt with offending spellcasters were known as mage hunters. With the influx of many new creatures and magics from beyond the Material Plane, mage hunters of today have shifted their focus from regulators to preservers. They strive to hunt down and eliminate magical threats and extraplanar entities, vowing to never allow corrupt and twisted magics from ravaging their homeland. Mage hunters can be found in any setting. They're part of many tribal clans in Chult. They can make up some members of the Sen Sithrian in Anchôromé, the Order of High Sorcery in the Dragonlance setting, or the amongst the Veiled Alliance in the Dark Sun setting. The amount of the extra damage increases when you reach certain levels in this class: to double your Intelligence modifier at 11th level, and triple your Intelligence modifier at 17th level.


Mind Ambush Starting at 10th level, if you are hidden from a creature when you cast an enchantment or illusion spell that affects it, the creature has disadvantage on any saving throw it makes against the spell for its duration. Master Deceiver Beginning at 14th level, you are immune to the charmed condition. In addition, when you are concentrating on an enchantment or illusion spell that affects one creature and that creature dies or falls unconscious, you can use your reaction to target a new creature with the spell for the remainder of its duration, until you lose concentration, or become incapacitated by any means.


Any spellcaster looking to abuse or defile the magical weave or practice dark arts such as blood magic and necromancy, are sure to draw the wrath of the order's members. Mage Hunter Features Wizard Level Features 2nd Arcanist Investigator, Counter-Weave 6th Hunter's Armament 10th Arcane Sanctum 11th Eyes of the Master Arcanist Investigator When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one simple melee weapon of your choice. You also gain proficiency in the Perception skill if you don't already have it. Counter-Weave Starting at 2nd level, you can hinder the effectiveness of a creature's magical prowess when you identify them as a magical threat.


You can use a bonus action to place the counter-weave on a creature you can see within 30 feet of you, which lasts for 1 minute. It ends early if the creature dies, you die, or you are incapacitated. Arcane Sanctum At 10th level, you learn the magic circle spell. You always have it prepared and it doesn't count toward your total number of prepared spells for the day. You can use an action to cast magic circle instantly and at a range of self without expending a spell slot. Additionally, when you hit a creature affected by counter-weave, you can instead use your bonus action to cast the spell in the same manner, centered on your target. Once you cast magic circle using this feature, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.


Eyes of the Master At 14th level, you are constantly on the lookout to distinguish the magical from the mundane. Your Intelligence Arcana skill proficiency is doubled with checks made to identify persistent magic, magical items, or the presence of magical and otherworldly creatures. You can use this feature twice, after which you regain all expended uses when you finish a short or long rest. Hunter's Armament At 6th level, you can forge a magical bond with a weapon you have chosen to combat renegade spellcasters and otherworldly beasts. Choose a melee weapon in which you are proficient. Performing the bonding ritual takes 1 hour, which may be done during a short rest. The weapon must be within your reach throughout the ritual. You can't be disarmed of your bonded weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.


If you attempt to bond to another weapon, you must break the bond with the first. While your bond exists, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon. The weapon also becomes magical, if it isn't already. There's a portrait of me in here! Academy C lass of ' Look at that hair! Applied Reconstruction Starting at 2nd level, you can reverse the destructive force of your evocation spells, transforming their power into healing energy. If the spell requires you to make an attack roll or requires a creature to make a saving throw, the creature can choose to be hit or fail the saving throw. Undead and constructs can't regain hit points in this way. Prolonged Regeneration School of Reconstruction You focus your study on manipulating magic in a way that turns the destructive power of arcane evocation into rejuvenating magic. Many arcane colleges have unlocked these regenerative powers from tireless hours poring over holy texts and alchemical manuals.


While most wizards find outlets as talented enchanters, military artillery, or ward-makers, the students of this school could apply their versatility to any employment in nearly every setting, even that of an adventurer. Blossom of Life School of Reconstruction Features Overheal Wizard Level Features 2nd Creation Savant, Applied Reconstruction 6th Prolonged Regeneration 10th Blossom of Life 11th Overheal Creation Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. Additionally, you learn two cantrips and add one 1stlevel spell to your spellbook from the cleric spell list. The creature regains hit points equal to your Intelligence modifier at the start of its turn, provided it has at least 1 hit point remaining. If the creature is currently diseased or poisoned, any effects are suspended for the duration of its regeneration.


Starting at 10th level, you can focus the healing energies around certain pockets within the effects of your evocation spells. The chosen creatures automatically succeed on their saving throws and take no damage from the spell. They also regain hit points equal to half the damage the spell would have dealt. Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that restores hit points, you can maximize the healing power of that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 1d12 necrotic damage for each level of the spell, immediately after the healing affect occurs. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d This damage ignores resistance and immunity. Additionally, you choose four spells from the cleric spell list to add to your spellbook, one from each of the following levels: 2nd, 3rd, 4th, 5th.


But strange folk pass through Skullport every day. The Xanathar knows of many adventurers with unusual origins, and has taken careful notes on their unique traits and mannerisms. This chapter offers additional backgrounds which can also be applied to any character and adapted to either an existing setting or a setting of your own. The backgrounds presented here provide additional proficiencies, languages, and features particular to each entry, as well as suggested personality traits. These can be easily adapted to the character creation options provided in Xanathar's Guide to Everything. Dead You died and came back. This experience changed you and defines who you are today. The specifics of your death are up to you, but the following questions and suggestions will help you determine your odd personal history. How did you die? It probably wasn't of old age. Spells like raise dead can bring back those who die before old age takes them, but after dying of old age there is almost no magic which can bring a person back to life.


Was it combat? An accident? A disease? How long were you dead? Spells like true resurrection allow a character to return from death after as many as years. How has the world changed politically, technologically, and culturally since your death? What remains of your family, friends, and personal life? What was your life after death like? Did you spend time in the glory of eternal battle is Ysgard? Someone is bound to put you down someday. Wait and see. Matter at Hand When you choose this path at 3rd level, you gain proficiency with improvised weapons.


The rage that lies within the soul of a barbarian Favor the Bold can take many forms. It can be summoned equally with a At 3rd level, when the adrenaline kicks in, primal instinct sense of purpose, a fire of passion, or a cold vengeance. propels you to awe-inspiring feats, seeming to add just a Regardless of its source, a dreaded fate awaits any who smidge of luck at the right moment. stands in its path. While raging, whenever you make a saving throw, or an attack roll with an unarmed strike or improvised weapon, — Garin Tristane, general you can roll a d4 and add the number rolled to the total. This damage increases following options are available to barbarians at 3rd level: when you reach certain levels in this class, increasing to the Path of the Courageous Heart, the Path of the Red 2d4 at 10th level, and 3d4 at 14th level. Reaver, and the Path of the Sacred Kin. Stroke of Inspiration Path of the Courageous Heart At 10th level, you seem to stumble upon the right clue, connection, or words, even when you have no idea what For some adventurers, their internal reservoir of is going on.


When you fail a Charisma, Intelligence, or fearlessness and gallantry might border closer to Wisdom check, you can expend a use of your rage to reroll foolhardiness. An intrepid do-gooder might take the first the check with advantage. You must use the new roll. step down this path by complete accident, meddling in affairs they ought not and finding themselves unable Tenacious Heart to turn back. Rage feature, you can use one of the following Tenacious These brawlers might not be as graceful as trained Heart options of your choice. You can use only one fighters, but they're guardians of the weak, and what they Tenacious Heart option per round and must decide lack in polish they make up for in valor. before you make the roll. Your inspiring last stand fills your allies with Path of the Courageous Heart Features renewed vigor. Allies within 30 feet of you that can see or Barbarian hear you gain 10 temporary hit points.


Level Features Persistent. The DC of your Relentless Rage feature is reduced by 5 until the end 3rd Matter at Hand, Favor the Bold of your turn. Your heroic refusal to die fills your allies with 10th Stroke of Inspiration confidence. All allies within 30 feet of you that can see or hear you gain advantage on the next attack roll they make 14th Tenacious Heart within the next minute. When you inexperienced adventurers might have you believe. The would make a Wisdom Survival check to track your barbarians that follow this path fuel their rage with this quarry, the creature instead makes a Wisdom saving pursuit of purpose. On a failure, you learn the chasing their sense of self through the arteries of those direction and approximate distance to that creature, they deem worthy in battle. and are able to follow its scent even through terrain that As wizards live to slake their thirst for knowledge, would normally cover its scent, like running water. When you finish a long bragging rights, or even to turn the tide of battle, but to rest, you regain all expended uses.


You must be able to further discern their place in the veins of their world. breathe in order to use this feature. Blood Hound Path of the Red Reaver Features When you reach 6th level, your mystic connection to blood Barbarian has honed your sense of smell to mythic proportions. thirst for blood channels the life force of your foes to sustain you. When you're raging and below half of your Blood of the Pack hit point maximum, you can enter a devouring rage by At 10th level, your wild blood fury is tempered by the expending any number of Hit Dice as a bonus action. For bond you share with your allies. As an action, while your the duration of your rage, your weapons become magical current hit point total is at least half of your hit point for the purpose of overcoming damage resistances and maximum, you can expend some of your Hit Dice to immunities, and on a hit, you regain a number of hit heal allies within 10 feet of you.


On 1 Hit Die for each creature you target with this feature. a critical hit, you restore twice that amount of hit points. hit points from an attack. Repeat the process for each creature you choose. but retain your devouring rage and its features. Your devouring rage ends once you reach your hit point maximum or you exit your Rage whichever happens first. Sanguine Scent Also at 3rd level, your senses become preternaturally attuned to the scent of blood. As an action on your turn, you can draw a deep breath to immediately track the scent of creatures around you. For the next 10 minutes, you're able to smell the approximate number of living creatures within 60 feet of you. You can differentiate the type but not the identity of any specific creature.


Sanguine Clarity Path of the Sacred Kin Features Starting at 14th level, your rage becomes focused and precise, rather than wild and wrathful. When you enter Barbarian a rage, you can expend up to 3 Hit Dice to increase the Level Features critical range of your attack rolls for the duration of your 3rd Spellcasting, Ancestral Origins, Mythic rage. For example, if you expend 2 Hit Dice, your weapon Manifestation, Supernatural Fury attacks score a critical hit on a roll of 18— See chapter among them out of grand purpose or boredom. These 10 of the Player's Handbook for the general rules of stories, told since the first sunrise, act as guiding spellcasting and chapter 11 for the sorcerer spell list.


parables when a tribe or people faces a crucial juncture Cantrips. You learn two cantrips of your choice from in their fate. They tell of times of great peril, when a the sorcerer spell list. You learn an additional sorcerer powerful individual emerges from their number, led by a cantrip of your choice at 10th level. The Sacred Kin Spellcasting table shows or ill. To cast one of these spells, you must threat of slavery, or even extinction. to their people, but some spirits can surprise even them. For example, if you know the 1st-level spell feather fall Oftentimes these gifts are celebrated, for they usher in a and have a 1st-level and a 2nd-level spell slot available, new and heroic age—but some fear that a gifted hero could you can cast feather fall with either slot.


just as easily become a tyrant. Spells Known of 1st-Level and Higher. The Spells Known column of the Sacred Kin Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a divination or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. Spellcasting Ability. Constitution is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to harness the magic in your blood.


You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast or when making an attack roll with one. You can end your 11th 3 8 7 4 3 — — Supernatural Fury on your turn as a bonus action. You regain 17th 3 11 9 4 3 3 — all spent ancestry points when you finish a 18th 3 11 9 4 3 3 — long rest. your Constitution modifier You gain the ability to twist your spells to suit your needs. You gain another one at 10th and 17th level. the origin of your ancestor, either aberrant, celestial, or You can use only one metamagic option when you cast demonic. The damage types associated with your origin a spell, unless otherwise noted. are used by features you gain later.


You can speak, read, and write the language of your Transcendent Legacy ancestor and can weave their curses and oaths into your At 6th level, when you enter your rage, you can choose battle-cries. to imbue your weapons with one of the damage types associated with your ancestry. Until your rage ends, your Ancestral Origin melee weapon attacks deal magical damage of that type Ancestor Damage Type Language instead of bludgeoning, piercing, or slashing damage. At 14th level, weapon attacks with this feature ignore Aberrant Psychic or Force Deep Speech resistance to this damage, but not immunity. Celestial Thunder or Radiant Celestial Ancestral Guidance Demonic Necrotic or Poison Abyssal Beginning at 10th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus Mythic Manifestation action.


If the cantrip dealt damage to the target of your As ancient magic flows through you, physical traits of weapon attack, you make this attack with advantage. your lineage emerge. At 14th level, you gain the ability to manifest the wings of your ancestor from your back, gaining a flying speed Supernatural Fury equal to your current speed. The origin you chose for you At 3rd level, you can focus on the magic in your blood, Ancestral Origins feature determines the appearance of allowing you to concentrate your rage into the ancient the wings, either feather, scale, or sinew. You can create magic of your bloodline and enter a Supernatural Fury. these wings as a bonus action on your turn.


They last You gain the ability to cast and concentrate on spells, until you dismiss them as a bonus action on your turn. Melodic Mayhem Beginning at 3rd level, you gain the ability to use your musical instruments effectively in martial combat. When you wield your musical instrument in one or two hands, and no other weapons, it becomes a weapon that deals 1d6 bludgeoning damage and has the versatile 1d8. Bard property. When used in one hand, it gains the finesse property. Wielded with two hands, your Armor Class increases by 2.


It has long been a theory that music is a universal language that none of us fully understand. Those with Battaglia the ability to use it to affect the will of others are one step Also at 3rd level, you're able to anticipate the rhythm of closer to unlocking secrets of the Multiverse. battle and adjust to disrupt the flow of your enemies. As a bonus action on your turn, you can choose to teleport — Shamar Reedwise, researcher to an unoccupied square adjacent to any number of creatures you can see within 30 feet of you. Any Large or Bard Colleges smaller creature within 5 feet of your new location must succeed on a Strength saving throw or be knocked prone. In addition to the Bard Colleges offered in the Player's At 6th level, the radius of this effect increases to 10 feet, Handbook and Xanathar's Guide to Everything, the and to 15 feet at 14th level.


following options are available to bards at 3rd level: the You can use this feature a number of times equal to College of Discord, the College of Keys, and the College your Charisma modifier and regain all expended uses of Mourning. after you finish a short or long rest. As part of this bonus action, you can expend one of your College of Discord uses of Bardic Inspiration, rolling a Bardic Inspiration Bards of the College of Discord yearn to take their die and adding the number rolled to the save DC. You can performances to the next level. While some artists choose to use this feature after the creature makes its roll feel the need to prepare or learn progressions within but before the DM announces if it succeeds or fails. When their musical repertoire mid-performance. This practice you succeed on a Strength, Dexterity, or Constitution usually bleeds into their outlook on life and, whether with saving throw in combat, you gain advantage on the next accompaniment or solo, these bards are excited to delve ability check, saving throw, or attack roll you make before into the unknown, no matter the vibe.


the end of your next turn. Additionally, your attacks with your musical College of Discord Features instruments count as magical for the purpose of Bard Level Features overcoming resistance and immunity to nonmagical 3rd Bonus Proficiencies, Melodic Mayhem, attacks and damage. I wondered the same. Let the experiments continue! Key Change Also at 3rd level, you learn to bend locks and traps with dashing style. At 14th level, your music can stir peace into flailing chaos, goading your allies to hasten their attacks while Timbre Illuminous slowing the minds of your enemies. As an action, you At 3rd level, you can coax a variety of information from a can create a field of discordant noise that reverberates mechanism regarding its composition using merely verse out from you in a foot radius for 1 minute, or until you and rhyme.


When you spend at least 1 minute speaking lose your concentration as if you were concentrating on or singing to a construct or inanimate mechanism, a spell. The dysphonic chaos of your music is audible you can expend one Bardic Inspiration to learn certain within feet of you. information about its capabilities compared to your own. within 5 feet of you. If the creature attempts to cast a spell with a casting time of 1 action, roll a d If an affected creature exits the field, the effect ends for it at the start of its next turn. Once you use this feature, you must finish a long rest before you can use it again. College of Keys Bards of the College of Keys believe that performance can manipulate anything, be it person, magic, or machine. Their preternatural charm allows these daring performers to delve into dungeons seething with traps, assured that they can use their words and song to protect themselves and allies.


These bards often become spies and infiltrators, since no lock can stand up to their charms. College of Keys Features Bard Level Features 3rd Bonus Proficiency, Key Change, Timbre Illuminous 6th Cypheric Ostinato 14th Master Keynote. the dead to remain long enough to fulfill their purpose. When you use your action to disarm or dispel a trap, or Whether woodwind or brass, string or drum, these when you make a saving throw to avoid the full effects of bards are versed in delicate affairs and often find work a trap or magical ward, you can choose to expend one use in parades krewes, as pallbearers, or on other occasions of your Bardic Inspiration, rolling a Bardic Inspiration where tact and taste are tantamount.


Mourning bards die and adding the number rolled to the ability check or improvise their melodies to mask the cries and wails of saving throw. You can choose to use this feature after grieving loved ones, and often turn dour occasions into seeing the roll but before the DM determines whether the celebrations of remembrance. Whatever their method, ability check or saving throw succeeds or fails. At 14th level, you learn how to hone pitch and rhythm to disarm all nearby mechanical impediments. You can College of Mourning Features expend one use of Bardic Inspiration to temporarily Bard Level Features disarm all traps and open all locks within 30 feet for a number of rounds equal to the number you roll on the 3rd Mourning Glory, Grief Note Bardic Inspiration die.


College of Mourning Mourning Glory When you join the College of Mourning at 3rd level, Bards of the College of Mourning specialize in easing you learn the spare the dying cantrip. You also gain the transition from life to death. While most bards derive proficiency in the Medicine and Religion skills. their artistic catalogue from celebrating the lives of the valiant, mourning bards create a gateway for dead Grief Note knights, faithful priests, and wise viziers who dedicated Also at 3rd level, when a creature you can see within 60 their lives in service, to accomplish any lingering feet, including you, deals damage to a target other than obligations of the Material Plane. itself, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number on the die to the damage of the attack.


The creature also regains hit points equal to the number on the die. Dirge of the Departed At 6th level, you can use your action to sing a yearning song of remembrance. Each undead within 30 feet of you that can hear you must make a successful Wisdom saving throw or become incapacitated for 1 minute or until it takes any damage as it weeps for those it left behind. Creatures that have advantage on saving throws to resist being turned also have advantage on this save. Once you use this feature, you can't use it again until you finish a long rest. Dread Parade At 14th level, you can summon a ghostly procession of minstrel spirits of yesteryear. You lead a number of spectral troubadours equal to your Charisma modifier minimum of 1 that march in a tight formation behind you for 1 minute, whose music gives pause those would do you harm.


At the start of each of your turns, each creature of your choice within 60 feet must succeed on a Wisdom saving throw or take 1d4 psychic damage for each minstrel you summon, and has disadvantage on their next attack roll. You have advantage on death saving throws. In addition to the Divine Domains offered in the Player's Handbook and Xanathar's Guide to Everything, the Channel Divinity: Arcane Disruption following options are available to clerics at 1st level: the Starting at 2nd level, you can use your Channel Divinity Entropy Domain and the Survival Domain. to disrupt the flow of magic in your vicinity. As an action, you conjure an aura of disruptive energy Entropy Domain that radiates from you in a foot radius. The aura lasts Heretics preach of a void at the center of the universe that until the end of your next turn, and moves with you, dying gods created to devour the Weave. The necrotic centered on you. While inside the aura, any creature energy it emits is called entropy, a potent force that that attempts to cast a spell must first succeed on a clerics can harness to shield themselves from magic and Constitution saving throw.


If they fail the save, their spell annihilate arcane casters. The chained god Tharizdun fails to cast and the spell slot is wasted. claims this domain, while in Chessenta, a giant sphere of annihilation is worshipped as an aspect of Entropy Channel Divinity: Entropic Retaliation At 6th level, you can use your Channel Divinity to drain itself. When you succeed on a saving thaumatoclasts, entropomancers, or entropists. throw against a spell or successfully disrupt a spell using Arcane Disruption, you can use your reaction to force the Entropy Domain Features caster to make a Constitution saving throw. On a failed Cleric Level Features save, the caster loses an additional spell slot of the same 1st Sanctity of Body level. If they possess no more slots of that level, they instead gain a level of exhaustion. Domain Spells Emissary of Entropy You gain domain spells at the cleric level listed in the At 17th level, you have advantage on saving throws Entropy Domain Spells Table.


See the Divine Domain against spells. In addition, when you succeed on a saving class feature for how domain spells work. throw against a spell, you gain 5 temporary hit points for each slot level of the spell. Apparently these losers worship Survival Domain a big floating ball of death. Clerics and shamans of primitive tribes living in harsh environments have no greater mission than ensuring the I respect that. survival of their tribes. The gods of survival often have other domains in similar realms, such as life or nature. an't say The worshippers who work within the Survival domain,. C however, are much more primal and brutal than their We ll , t hat gave bump int o one of t hese. They are 1st create or destroy water, false life more likely to remain in their territories, nurturing and 3rd locate animals or plants, prayer of healing protecting their flocks, but fighting fiercely when a threat invades their lairs.


Your 6th Potent Spellcasting proficiency bonus is doubled for any ability checks you 17th Protection of the Tribe make that use those skills. Stand the Fallen Domain Spells Also starting at 1st level, when you cast the spare the You gain domain spells at the cleric level listed in the dying cantrip, you can make the following changes to the Entropy Domain Spells Table. See the Divine Domain spell: change the range from touch to 30 feet, and the class feature for how domain spells work. creature gains 1 hit point instead of becoming stable. You can use this feature a number of times equal to your Wisdom modifier a minimum of once.


You regain all expended uses when you finish a short or long rest. Channel Divinity: Encourage the Troops Starting at 2nd level, you can use your Channel Divinity to bolster the fighting abilities of your allies. As an action, you present your holy symbol and invoke the survival instincts of your deity. Each friendly creature within 30 feet that can see you gains advantage on their next melee or ranged weapon attack before the start of your next turn. If its attack hits, the friendly creature also gains temporary hit points equal to your cleric level. Channel Divinity: Push the Limits At 6th level, you can use your Channel Divinity to strengthen the resolve your allies. All allied creatures within 30 feet of you gain temporary hit points equal to your cleric level. While they have these temporary hit points, they ignore the effects of exhaustion. Potent Spellcasting At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.


Protection of the Tribe Starting at 17th level, you can use a bonus action to make one allied creature who you can see immune to damage for a short time. The chosen creature is immune to all damage until the start of your next turn. Druid shroud. As an action, choose one creature you can see within 60 feet of you that has at least 1 hit point. That creature must make a Constitution saving throw; a That nature magic is weird stuff. Sure, druids can creature can choose to fail this saving throw if it wishes. For the duration, you can use your bonus action Druid Circles to cause nature to focus directly on the creature to greater effect. Handbook and Xanathar's Guide to Everything, the Its movement speed is reduced by 10 feet. Wisdom modifier.


Fade Rot. A creature is afflicted with pestilence and Circle of Seasons disease, causing it to suffer one level of exhaustion, and Druids of the Circle of Seasons learn early in their trials regains only half the normal healing from spells and that all things are transient. All things that live must die, effects. Using your bonus action, it takes necrotic damage and those things that don't live are worn away by the wind equal to your Wisdom modifier minimum of 1 damage. and rain. A creature under hand. As a bonus action, you cause flames to your allies. flash across the target dealing 1d6 fire damage, and causes the target to ignite in flames. At the start of each Circle of Seasons Features of its turns, or until the shroud ends, the target takes fire damage equal to your Wisdom modifier minimum of 1 Druid Level Features and sheds bright light in a foot radius and dim light for 2nd Bonus Cantrip, Shroud of Seasons an additional 10 feet.


If the target or a creature within 5 6th Ashes of Life feet of it uses an action to put out the flames, or if some other effect douses the flames such as being submerged 10th Child of Change in water. within 60 feet of you a number of hit points equal to your druid level. They're always so high At 10th level, your Shroud of Seasons feature grows to stalk your target and each creature that you can see and mighty, flaunting themselves like we owe within 5 feet of it. Each creature that starts its turn under the shroud, or moves there for the first time, must our very existence to them. Why are you succeed on a Constitution saving throw or be affected by its current season. looking at me like that, Sylgar? Additionally, while you concentrate on your shroud, you gain resistance to the damage type of the season in effect. Natural Duality , I ca n on ly g ue ss w hy. Makes me w onder Starting at 14th level, you can expend two uses of Wild Heh its eyes.


Shape to cause your shroud to affect all creatures within w of te n t hat fi sh ro ll s 15 feet of your target. Additionally, the damage and healing caused by your shroud is doubled. just ho While you concentrate on your shroud, you can cast a concentration spell at the same time. The first time you would fail a saving throw to maintain concentration, the Additionally, you can cast the find familiar spell, which spell fails and the shroud remains. bears features similar to your chosen spirit glowing skin, fiery eyes, a thorny tail, etc. This band Type Conduit Conduit Type of tribal druids developed ritual practices that allowed them to summon these spirits, whose essence now resides Earth mold earth magic stone Poison in every rock, tree, and breath of air, controlling the ebb and Fire control flame create bonfire Fire flow of nature not only in their homeland, but in all lands Water shape water frostbite Cold beyond.


This order of priests were known as spiritlords. Spiritlords begin their journey with the rites handed Wind gust thunderclap Lightning down by those before them, specifically, the ritual to Light dancing lights sacred flame Radiant create a special mask from an ironwood tree. This mask Shadow minor illusion chill touch Necrotic allows the spiritlord to play host to the spirit-elementals roaming this world. As the spiritlord grows in power and gains a heightened Empowered Conduit level of attunement to the spirit world, their mask At 6th level, your connection with the spirit realm transforms along with them, being altered with new strengths enough to host an additional spirit within the carvings, ritual paints, and brands that symbolize the mask.


When you do, choose a second spirit-type from the bond between the druid and the spirits they carry within. Spirit Bond table, and pick which one is currently active, while the other lay dormant within the mask. You can Circle of the Spiritlord Features switch between them by spending 10 minutes to perform a ritual that replaces your active spirit with the other that Druid Level Features resides in your mask. At 10th level, you choose a third 2nd Spirit Bond elemental spirit to host within the mask. You gain the cantrip associated 10th Vigilant Spirits with your current spirit in the empowered conduit 14th Honored Host column of the Spirit Bond table and can cast it at will. within the mask. While the mask is on your person, you gain the cantrip associated with your spirit in the fledgling Honored Host conduit column and can cast it at will.


You gain access on the druid spell list, it is nonetheless a druid spell for you. which you can accomplish during a long rest. Some of us have other talents. Sure, they all result in 3rd Cavalry Weapons, Versatile Combatant someone getting hurt really, really bad, but you've got to 7th Line Breaker have a little variety every now and then. When you choose this archetype at 3rd level, your cavalry weapon deals 1d8 damage, regardless of its Dragoon damage die. Dragoons are elite combatants, selected from the ranks of Elevated Control standard cavalry soldiers for their prowess in battle and While cavalry traditionally refers to a mounted soldier on exceptional mounted dexterity.


Their specialized training horseback, many armies cultivate whatever animal is best focuses as much on scouting and survival as it does suited to the purpose in that region. serve such a purpose in wartime. halt any retreat. The refined techniques of the dragoon are typically employed in armies of humans, elves, and Versatile Combatant dwarves, but regimented goblinoid armies are known to At 3rd level, you exchange the protection of heavy armor use these cavalry tactics, as well for maneuverability and precision.


Hmm… Xaanathar. On a failed save, a creature is pushed 5 feet in a direction of your choice and falls prone. Creatures have disadvantage on this saving throw if you are mounted. Flanking Maneuvers How about we put one of these dragoons on At 10th level, your battlefield awareness allows you to sense a retreat and cut it off as it happens. When you hit top of a dragon? of the same reaction. weapons, and your speed increases by an additional 5 feet, to a total of costs you, or your mount, no extra movement. You can Additionally, when you use the Attack action to attack also pass through nonmagical plants and natural terrain with a cavalry weapon, you can use a bonus action to without being slowed by them and without taking damage attack with a loaded one-handed ranged weapon you are from them if they have thorns, spines, or a similar hazard.


If you move least 20 feet in a straight line, you can remain alert to danger. Runeguard The runeguard seeks the magical power within ancient languages, and to hasten the speed of their blade and strengthen of their armor by imbuing them with the power of these runes. Master Runes When you choose this archetype at 3rd level, you learn five master runes; Ild fire , Kalt frost , Ond spirit , Stein Stone , and Vind wind. While these names are known to you as the basis for empowering your equipment, their application continues to require diligent study, constant trial, and repeated error to evoke the unique properties from each variant invocation.


Runic Augmentations. Once you activate one of your runic augmentations, you must finish a short or long rest before you can use it again. You learn two additional augmentations at 7th, 10th, 15th, and 18th level. Each time you learn new augmentations, you can choose to replace one you already know with a different one. Ritual Crafting. Each runic combination such as Sokn- Ild must be inscribed and empowered into your equipment over the course of 8 hours, which can be done during a long rest. Each piece of equipment must be within your reach throughout the ritual, at the conclusion of which, you infuse a part of your being into the runes, causing them to glow slightly with your own spiritual essence.


Augmentation Activation. You can activate one of these augmentations on your turn using your bonus action to empower your attacks Sokn , your reaction to entrench your defenses Vard , or your action to enhance your skills Hagr. You gain the ability to concentrate on two runes at once at any script you sense but not its exact purpose or power. You can use this feature a number of times equal to your Saving Throws. Some of your runic augmentations Constitution modifier minimum of once , and recover all require your target to make a saving throw to resist the uses when you complete a long rest. Choose one Tal effect from the master At 3rd level, you gain proficiency in the Arcana and runes you have active.


For instance, if you have Sokn- Religion skills. Additionally, you double your proficiency Ild, Vard-Kalt, and Hagr-Ild runes active, you can choose bonus when making Intelligence checks that involve either the Tal-Ild or Tal-Kalt effect. Once you use this identifying magical writing, such as arcane sigils or feature, you must finish a short or long rest before you divine text. can use it again. Starting at 15th level, you can use this feature twice Eyes of the Arcanist before a rest, but only once per turn. Starting at 7th level, if you spend at least 1 minute observing the flow of magic in the immediate area, you Runic Mastery can detect familiar patterns in the weave. The DM tells At 18th level, you can have three augmentations active at you the general location of magic writing used in rite or once and no longer need to concentrate on them. ritual within 60 feet of you, whether active or dormant, and you know the type arcane, divine, or otherwise of.


In the ancient tongues, the augmentation You can activate a rune with the Hagr augmentation as can be said before or after the rune. an action. This rune must be inscribed on your body to be activated. Sokn Ild. You can add your Constitution modifier to your Attack Augmentation Strength Athletics and Dexterity Acrobatics ability You can activate a rune with the Sokn augmentation as a checks. bonus action. You ignore difficult terrain and can walk safely inscribed on. across still or gently moving water. Once per turn, when you hit a creature with a Ond. When you receive healing from any source, weapon attack, you burn the target. You have resistance to poison damage it, and it can then make a Constitution saving throw, and Constitution saving throws made to maintain ending the effect of all such burns on itself on a success.


Alternatively, the burned creature, or a creature within 5 Vind. Your movement speed increases by a number feet of it, can use an action to make a Wisdom Medicine of feet equal to 5 times your Constitution modifier check against your runic save DC, ending the effect of all minimum 5 feet. burns on it on a success. When you hit a creature with a weapon attack, it Tal Reckoning can't take reactions until the start of its next turn. This rune manifests in the air around you damage dealt. when activated. When you hit a Large or smaller creature with Ild. Each creature within a 5-foot-radius of you must a weapon attack, it must make a Strength saving throw, make a Dexterity saving throw, taking fire damage equal falling prone on a failed save. to 2d6 × the number of runes you have active on a failed Vind. When a creature hits you with a melee attack, save, or half as much damage on a successful one.


you can use your reaction to make a melee weapon attack Kalt. An eruption of magical frost blasts from you in a against that creature. radius equal to 10 feet × the number of runes you have active. All creatures of your choice within the area must Vard succeed on a Strength saving throw or be restrained for a Defense Augmentation number of rounds equal to the number of active runes. At You can activate a rune with the Vard augmentation as a the end of each of their turns, they can repeat the saving reaction. the armor or holding the shield it is inscribed on. Life spirits swirl about you in a 5-foot-radius. When you are hit by a melee attack, the attacker All creatures of your choice within that radius regain takes fire damage equal to your proficiency bonus. hit points equal to 1d6 × the number of runes you have Kalt. When you are hit by a melee attack, the damage active.


you take from the attack is reduced an amount equal to Stein. You release your runic power in an arc before your proficiency bonus. you, creating a cone of difficult terrain as jagged earth Ond. You gain a bonus to saving throws made to resist erupts equal to 5 feet × the number of runes you have being frightened equal to your Constitution modifier. When a creature enters this area for the first time Stein. You have advantage on saving throws made to on a turn or starts its turn there, it takes 2d4 slashing resist being moved against your will. Ranged attacks made against you have Vind. A furious cyclone whips up a strong wind around disadvantage as wind whips around you. All creatures within a foot-radius must succeed on a Strength saving throw or take 1d10 bludgeoning damage, be pushed a number of feet equal to 5 × the These runeguards sound like walking number of runes you have active minimum of 5 feet , and fall prone.


On a success, a creature takes half as much metal scrolls over fleshy bits. a bit overcomplicated, but I suppose lesser beings have gone to greater lengths to attain power. Feared by those with wealth, and praised by those who lack it, these monks are easy to spot in their dusty burlap robes and bare feet. The Atoned sacrifice not only material possessions but also temporal pleasures to find. familiar their way to forgiveness. They often carve or brand the. c a n 't say I 'm markings of the gods on their skin in penance. I cept. In exchange for the strength to seek perfect purity in an existence full of ambition and hubris, followers. with the con of this path endeavor to abstain from anger, envy, and corruption.


As part of their atonement, they learn to encourage wicked and vile denizens of their world to repent using only a heavy, Monk unadorned club that each refers to as their penance. To take this path, the acolyte must commit to the poorest lifestyle, renouncing all that they were before Getting your enemies to understand your point of atonement. view is a greater victory than leaving them with broken jaws. Though sometimes you need to break a few jaws to Way of Atonement Features get them to see things your way.


Monk Level Features — Terran Feldor, brother of the House of the Broken God 3rd Path of Atonement 6th Armament of Atonement Monastic Traditions 11th Labor of the Gods In addition to the Monastic Traditions offered in the 17th Enlightened Voice Player's Handbook and Xanathar's Guide to Everything, the following options are available to monks at 3rd level: Path of Atonement the Way of Atonement and the Way of Empathy. When you choose this tradition at 3rd level, your Hit Dice represent a pool of vitality you can exhaust to fuel your Way of Atonement Way of Atonement features. Monks of the Way of Atonement seek to absolve Atonement requires absolutely commitment, and themselves for their past transgressions and current constant reminder of the pain you inflict on others by indiscretions by giving up their possessions and atoning inflicting that pain on yourself during deep contemplation through peaceful and selfless service.


Seeking not the or prayer. You deal bludgeoning, piercing, or slashing controlling their fervor, they can bolster the universal damage to yourself equal to the total. You deal this well-being of all mortal creatures. and strike out in malice only to defend those reduced in anyway. Your attacks with your penance weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Flagellant Hide. Labor of the Gods At 11th level, constant suffering has made you no stranger to pain. When you are reduced to 0 hit points but not killed outright, you can use your reaction to spend a Hit Die, roll it, and recover hit points equal to that number plus your Constitution modifier. At 17th level, you gain one additional use of this feature between rests, and can spend a number of Hit Dice equal to half your monk level instead of one. Enlightened Voice Starting at 17th level, your time spent in quiet contemplation, prayer and servitude has granted you supreme wisdom.


Additionally, when in counsel with any creature that you are able to speak with, and can understand you, you can spend a number of Hit Dice equal to half your monk level or less to add a bonus to its next Charisma, Intelligence, or Wisdom check or saving throw, equal to the number of Hit Dice you spend. Penance Weapon. If you use any part of this feature nonmagical simple weapon of your choice. be done during a short rest. Way of Empathy Strength of Faith. You can deliver your own form Monks of the Way of Empathy follow a tradition of justice to others. When you hit with your penance instilled with compassion for all living beings. While weapon, or an unarmed attack, you can spend one Hit their training includes martial practice as a form of Die and expend one ki point, to add 2d8 force damage to self-discipline, their teachings also focus on a healing the attack.


art known as Empathy. Using these techniques, they Trials of Temptation. For each magic item you learn to manipulate the ki to transfer malady and pain currently own, the cost of Hit Dice and ki points used by from another to themselves. Some members of this your Way of Atonement features increase by 1, and again tradition dedicate themselves to the sick and the poor, each time you acquire an additional permanent item. Their scars might toward this total. telltale of thousands of warriors, without ever feeling the cold of steel against their own flesh. While you wield your Monk Level Features penance weapon and no other weapons, you gain the 3rd Healing Chakra, Empathy following benefits: 6th Sense Emotion, Empathetic Bond 11th Adrenal Surge 17th Improved Empathetic Bond.


Don't know those! Now you're just making up words We also have words like hon or and sympat hy. Might want to look tho se up someday, Eye-ball. Healing Chakra When you choose this tradition at 3rd level, you learn to extend the bounds of your internal fortitude through focus and deep concentration to recover from injury at an accelerated pace. During a short rest, when you roll a Hit Die to regain hit points, you regain twice the number rolled before adding your Constitution modifier. Empathy At 3rd level, your depths of compassion allow you to take the wounds of others at the cost of your own health.


As an action, you can expend 1 ki point to touch a creature and heal a number of hit points up to 5 × your monk level. You take damage equal to the amount of hit points healed. Sense Emotion At 6th level, you can unlock the chakra pathways within other creatures. You learn the friends cantrip, and can spend 2 ki points to cast calm emotions or detect thoughts. Empathetic Bond Also at 6th level, you can create a metaphysical link between you and another creature at the end of a short or long rest. While the creature is within 60 feet of you it has resistance to all damage. You can also end this link on your turn as a bonus action. Adrenal Surge At 11th level, as a bonus action, you can expend 5 ki points to push your allies to peak performance. Up to five creatures within 30 feet that can see you gain advantage on their next Constitution, Dexterity, or Strength ability check, attack roll, or saving throw and gain temporary Additionally, while both links are active, you gain hit points equal to your monk level, provided the creature resistance to all damage, including damage from your can see or hear you.


Empathy and your Empathic Bond features. At 17th level, you can use your Empathetic Bond feature You can end one or both links on your turn as a to create two bonds instead of one, and you can use your bonus action. Empathy feature as an action to replace some of their hit points if they are within 30 feet. Of course, there are those with a bit more grace 7th Perfect Domination and lenity in their methods, but we can't all be Isteval. Tenets of Predation Sacred Oaths The tenets of the Oath of Predation remind adherents In addition to the Sacred Oaths offered in the Player's that the whims of their patron supersede all other oaths Handbook and Xanathar's Guide to Everything, the and laws. following options are available to paladins at 3rd level: Cultivate the Flock. It is not enough to gather a the Oath of Predation and the Oath of Providence.


You must hone them to a ready point, zealous to do what is necessary with a word. Oath of Predation Maintain Supremacy. You are the order in the midst of chaos. You vow to follow no rules other than the rigid Paladins who follow the Oath of Predation believe disciplines necessary to maintain the faith. Those who that the world can only be made perfect through utter deviate from the plan will die. Through careful planning, subterfuge and Reward Thy Followers. Engage not in needless cruelty unwavering patience, these paladins create hierarchies and treat well those who submit. Honor thy contracts but with themselves at the top, and execute their power with do not hesitate to steal, murder, or mislead to complete impunity.


Few paladins can resist the allure of unchecked your orders. power, and most succumb to the temptations of tyranny. World of Order. You provide authority where it lacks The clearest example of these illriggers come from the and subjugate yourself to the cause. Just as you do not Dragonlance campaign setting, an order known as the operate with impunity, you create and maintain a network Knights of Takhisis. of followers to precipitate an unquestionable dominion. Oath of Predation Spells Paladin Level Spells. Planning, patience, minions! an anti-hero you can cult on! Who's making things up now? plans unseen.


As an action, you can magically become an Additionally, if you are proficient in the Deception, avatar of deception and subterfuge, gaining the following Intimidation, or Persuasion skills, your proficiency bonus benefits for 1 minute: is doubled for any ability check you make using this skill. equal to your paladin level. Predatory Instincts. Their movements with foul alacrity. You add your Charisma attacks deal additional damage equal to your Charisma modifier to your initiative roll, you have advantage on modifier minimum of 1. damage to that creature. Fell Suggestion. As an action, you can use your Channel Divinity to magically enthrall another creature within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw or become charmed by you for 1 minute.


You can use a bonus action to issue simple commands to the charmed creature if it is within 60 feet of you. You decide what action the creature takes and where it moves during its next turn. When you issue a command, and at the end of each of its turns, the creature must succeed on a Wisdom saving throw or carry out your instructions to the best of its ability on its turn. The DM determines how the target behaves. Perfect Domination Starting at 7th level, when you use your Fell Suggestion Channel Divinity option, you can choose to force the creature to fail its saving throw if its challenge rating is equal to or below a certain threshold, as shown below.


When the creature makes a saving throw to break the effect, it does so with disadvantage. A creature subjected to your perfect domination is charmed by you for 1 hour instead of 1 minute. At 19th level, this indefinite charm extends to creatures of CR 1 or lower. Shroud of the Illrigger Beginning at 15th level, you are always under the effects of a pass without trace spell. If the effect allows the creature to take only half Paladins who take the Oath of Providence believe they damage on a successful save, the creature instead takes are the hand of destiny, striking down enemies beyond no damage on a successful save, and only half as much redemption.


They believe in their hearts that some damage one a failed one. creatures, often those who commit atrocities, are fated to Kiss of Calamity. As an action, your Channel Divinity die in battle. These paladins are the executioners. Their can be used to besiege your enemies with bad luck. While oath gives them the power to bend destiny in their favor you are conscious, each hostile creature that can see or and send foes to their final fate. hear you within 30 feet of you must make a Charisma saving throw, gaining disadvantage on all saving throws for Tenets of Providence 1 minute on a failure. The tenets of the Oath of Providence are written in stone on the tombs of paladins undertaking this path.


Favor the Brave Embrace Destiny. When bad luck comes your way, Beginning at 7th level, you take fortune into your own understand it was meant to be and search for the hands. When you make a weapon attack, you can choose opportunity fate has given you within your loss. to hit instead of rolling. You must use this feature before Deliver Enemies to Fate. Those who become your you roll. They must die by You can use this feature a number of times equal to your hand. your Charisma modifier a minimum of once. You regain Accept Immutability. Fate is a force more powerful than all expended uses when you finish a long rest. the gods. Accept that there are situations in which you're Gift of Foresight powerless and take power over that you can influence. Starting at 15th level, your faith grants you a prophetic Strength in Numbers. Together with your allies, you glimpse into the future. When you finish a short or long have the power to influence fate.


Destiny smiles upon rest, roll a d20 and record the number rolled. You can those who embrace it. replace any attack roll, saving throw, or ability check made by you or a creature that you can see with your Oath of Providence Spells prophetic roll. You must choose to do so before the roll, Paladin Level Spells and you can use roll in this way only once. For 1 17th commune, legend lore minute, you project an aura of dim, silver light in a foot radius. Whenever an enemy creature starts its turn Channel Divinity in your aura, it has disadvantage on attacks and saving When you take this option at 3rd level, you gain the throws, while you and friendly creatures have advantage following two Channel Divinity options. on attack rolls and saving throws. When the aura fades Predestination.


You can use your Channel Divinity to away, you regain all expended uses of your Favor the invoke the divine to smile upon your allies. When one Bold feature. creature advantage on the save, using your Channel. All the benefits with none of the cons like the smell of the sweaty outdoors. Those in my employ in this city are well taken care of. I even let them keep their pets! Apply now! y fo llo wi ng me th ro ug h th e al leys a That gu these hunters. couple hours ago may be one of. It 3rd find familiar happens in ancient ruins, dank caves, and crowded cities. The towers are my mountains, the allies are my forest, 5th misty step and the criminal scum is my quarry. provided it has the body part. It has disadvantage on the next saving throw it their living as urban bounty hunters or guiding magical makes before the end of its next turn. search crews through dangerous ruins. Dark slums and Arm. It has disadvantage on the next Strength check or ruined cities, choked with thirsty weeds and decorated attack roll it makes before the end of its next turn.


with crumbling remnants of once-thriving communities, Leg. Its movement speed is reduced by 10 feet until the become gathering points for desperate innocents—and end of its next turn. for sneak-thieves and bandits who prey on the helpless. It must succeed on a Strength saving throw. If it Burghal Explorers toe the line between the natural fails, you can push it up to 5 feet away from you. If it hits forest and cityscapes, moonlighting as vigilantes, or a wall, or other permanent structure as a result of being fending off unnatural horrors that reach covetously pushed, it takes an additional 1d6 bludgeoning damage. toward the darkest, deepest plots of land. Above and Below At 7th level, you can identify the fastest routes across Burghal Explorer Features cityscapes or crumbling ruins, whether the path leads Ranger Level Feature through the sewers below or the roofs above.


Climbing 3rd Burghal Explorer Magic, Grazing Strike and swimming no longer costs you extra movement and you can hold your breath for twice as long as normal. Streetwise Burghal Explorer Magic At 11th level, you disappear into crowds without Starting at 3rd level, you learn an additional spell when hesitation. Wisdom Insight checks to see through this number of ranger spells you know. disguise are made with disadvantage. Any ranger can add urban environments as a type of favored terrain at 1st, 6th, or 10th level instead of choosing from the options in the Player's Handbook. Wasteland Wanderer Some worlds thrive with large swathes of the land covered with flora and fauna that can be both beautiful and dangerous.


Other lands, or other worlds, become desolate wastelands through cataclysmic occurrences either natural or manufactured. Apocalyptic events turn the land into hazardous voids more dangerous than any monster. Only the hardiest life forms survive, and even they are often mutated into hideous reflections of their natural selves. Forged in harsh kiln of apocalyptic survival are the Wasteland Wanderer. These rangers of ruin rely on the skills and knowledge they have gathered by surviving the terrible conditions of their world—and often helping others survive as well.


Wasteland Wanderer Features Ranger Level Feature 3rd Wasteland Wanderer Magic, Vigilant Guardian 7th Trail of Trouble 11th Shared Succor 15th Safety in Numbers. Wasteland Wanderer Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wasteland Wanderer Spells table. Wasteland Wanderer Spells Additionally, you can take the Disengage action as a Ranger Level Spell bonus action on your turn. When you do, you can move 3rd purify food and drink through the space of any creature that is size Medium or larger and you ignore half cover when you make an attack 5th aid against another creature.


Close Quarters 13th death ward At 15th level, you always gain the benefits of half cover 17th mass cure wounds whenever two or more creatures are within 5 feet of you. As a bonus action while holding a shield, you can grant this to benefit to one of the creatures adjacent to you until the start of your next turn or it moves 10 feet away from you. If a member of explore afterward? When the Spellplague hit, your party is surprised at the start of combat, you have advantage on initiative rolls. I just holed up in Skullport and patiently Additionally, you can use your bonus action to make a Wisdom Perception or Intelligence Investigation check rebuilt my guild. Having so little patience to notice hidden enemies. If you notice a hidden creature, you can immediately move up to half your speed and must be such a burden. make one additional weapon attack against that target, as part of that same bonus action. When you do, you have advantage on the attack and you deal an additional 2d8.


Want to see patience? Tr y read ing damage on a hit. your own notes. You real ly kn ow ho w to Trail of Trouble Starting at 7th level, while traveling in your favored. put the "rant" in Tyrant.. Additionally, you can use your Primeval Awareness feature to focus your senses to unnatural disturbances nearby. For 1 minute per level of the spell slot you expend, you can divine the types of traps to a range of 60 feet, learning how they trigger, and the type of damage they deal. During this time, you also gain resistance to damage dealt by traps you identify with this feature until you finish a short or long rest.



This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA. Home current Explore. Home Xanathar's Lost Notes To Everything Else. pdf Xanathar's Lost Notes To Everything Else. pdf Uploaded by: Alexis Dragon 0 0 November PDF Bookmark Embed Share Print Download. pdf as PDF for free. Words: 51, Pages: Names of illustrators pending. Producer: Rich Lescouflair Project Manager: James Introcaso DM's Guild Adepts Admin: Christopher Lindsay Special Thanks: Jeremy Crawford, Mike Mearls, Wizards of the Coast Development Team This book includes some races, subclasses, items, and spells that originally appeared in the following products.


The Iron Bastion: Rise of the Blood Watch Ruins of Mezro Return of the Lizard King Secret Societies of Chult: Mage Hunter and Spiritlord Sundered Realms Player's Guide ON THE COVER Upon a design inspired by Hydro74's Collector's Edition illustration, Xanathar intently delves into a newly acquired tome, seeking new insights and deep secrets. Disclaimer: This product work was compiled after these lost notes were recovered by the Xanathar. We had nothing to do with them becoming lost in any way, nor are we affiliated with that crazy Aladair woman, In fact, these notes might not have been lost at all, but are part of an elaborate ruse designed by the eye tyrant. Yeah, that's our story Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. Some artwork © Dean Spencer, used with permission. All rights reserved. All other original material in this work is © by the DM's Guild Adepts and published under the Community Content Agreement for Dungeon Masters Guild.


Such is the opinion of the Xanathar, a beholder crime lord who strives to know everything there is to know about anything. Scattered about his lairs are endless troves of books, scrolls, and various treasures. Unfortunately for the young sage, the beholder crime lord sees all, and will stop at nothing to retrieve his lost notes. As she flees through the city of Waterdeep, Aladair remains unaware of the forces that pursue her from the shadows. Containing a collection of new options and tools for players and Dungeon Masters, this manual nearly doubles the amount of the new subclasses and features introduced in the hardcover. Part One introduces new character class features, backgrounds, and a new race option. Part Three contains a short collection of adventures and new threats. What does fate hold for the wayward student? We hope you enjoy exploring this cache of lost legends and newfound tales.


Another batch to be categorized. Don't worry, Sylgar. I haven't forgotten about dinner. Oh, now here's quite a find. Hi there, Mr. I'm just going to borrow this, make a few notes of my own and. maybe liven this thing up a little bit. Don't worry. You'll get it back. Part One Character Options T his section provides additional options for creating new and unique characters for players. A set of additional subclasses focusing on each of the classes provided in the Player's Handbook, five new backgrounds, and a new race option are provided. At least one subclass is provided for each character class along with a brief description and history to allow for players to truly immerse themselves into their newfound role.


Following the subclasses is a selection of new backgrounds complete with suggested features and characteristics. They can be used either as guidelines or can be interchanged with ones already available for use. The tables below identifies each of the subclasses and backgrounds available in this book. Subclasses Race Subclass Barbarian Path of the Courageous Heart Level Available Description 3rd Stout defender of the weak with the will to keep on fighting Barbarian Path of the Red Reaver 3rd Fueled by a blood rage guided only by a sense of purpose Barbarian Path of the Sacred Kin 3rd Unleashes a supernatural fury powered by an ancestral spirit Bard College of Discord 3rd Melds a variety of flourishes into a harmonious dissonance Bard College of Keys 3rd Applies charms toward manipulation of creatures and objects Bard College of Mourning 3rd Ushers the souls of the departed by celebrating their lives.


At least it works up an appetite. Someone is bound to put you down someday. Wait and see. Matter at Hand When you choose this path at 3rd level, you gain proficiency with improvised weapons and unarmed strikes. Barbarian The rage that lies within the soul of a barbarian can take many forms. It can be summoned equally with a sense of purpose, a fire of passion, or a cold vengeance. Regardless of its source, a dreaded fate awaits any who stands in its path. Path of the Courageous Heart For some adventurers, their internal reservoir of fearlessness and gallantry might border closer to foolhardiness. An intrepid do-gooder might take the first step down this path by complete accident, meddling in affairs they ought not and finding themselves unable to turn back.


These brawlers might not be as graceful as trained fighters, but they're guardians of the weak, and what they lack in polish they make up for in valor. Path of the Courageous Heart Features Barbarian Level 6 Features 3rd Matter at Hand, Favor the Bold 6th Hearty Blow 10th Stroke of Inspiration 14th Heroic Tenacity Favor the Bold At 3rd level, when the adrenaline kicks in, primal instinct propels certain heroes to awe-inspiring feats, seeming to add just a smidge of luck at the right moment. While raging, whenever you make a saving throw, or an attack roll with an unarmed strike or improvised weapon, you can roll a d4 and add the number rolled to the total. This feature increases in potency as you gain barbarian levels to 2d4 at 10th, and 3d4 at 14th level. Stroke of Inspiration At 10th level, you seem to stumble upon the right clue, connection, or words, even when you have no idea what is going on. When you fail a Charisma, Intelligence, or Wisdom-based ability check, you expend a use of your rage to reroll the check with advantage.


Tenacious Heart At 14th level, whenever you make a Constitution saving throw to remain conscious because of your Relentless Rage feature, you can use one of the following Tenacious Heart options of your choice. You can use only one Tenacious Heart option per round and must decide before you make the roll. You inspiring last stand fills your allies with renewed vigor. Allies within 30 feet of you that can see or hear you gain 10 temporary hit points. The DC of your Relentless Rage feature is reduced by 5 until the end of your turn. Your heroic refusal to die fills your allies with confidence. All allies within 30 feet of you that can see or hear you gain advantage on the next attack roll they make within the next 1 minute. The barbarians that follow this path fuel their rage with this pursuit of purpose. For those that live long enough, their discipline becomes almost monk-like in its meditation, chasing their sense of self through the arteries of those they deem worthy in battle.


As wizards live to slake their thirst for knowledge, barbarians who follow the Path of Red Reaver are usually drawn to the greatest challenge in the field, not for bragging rights, or even to turn the tide of battle, but to further discern their place in the veins of their world. Path of the Red Reaver Features Barbarian Level Features 3rd Devourer, Sanguine Scent 6th Blood Hound 10th Blood of the Pack 14th Sanguine Clarity Devourer Starting when you choose this path at 3rd level, your thirst for blood channels the life-force of your foes to sustain you. When you're raging and below half of your hit point maximum, at the start of your turn you can enter a Devouring Rage by expending any number of Hit Dice as a bonus action. For the duration of your Rage, your weapons become magical for the purpose of overcoming damage resistances and immunities, and on a hit, you regain a number of hit points equal to 1 plus the number of Hit Dice you spent.


On a critical hit, you restore twice that amount of hit points. Your target must have blood in order for you to regain hit points from an attack. Your Devouring Rage ends once you reach your hit point maximum or you exit your Rage whichever happens first. Sanguine Scent Also at 3rd level, your senses become preternaturally attuned to the scent of blood. As an action on your turn, you can draw a deep breath to immediately track the scent of creatures around you. For the next 10 minutes, you're able to smell the approximate number of living creatures within 60 feet of you. You can differentiate the type but not the identity of any specific creature. If you know the creature you're looking for and have access to one of its possessions, you can focus solely on that target.


On a failure, you learn the direction and approximate distance to that creature, and are able to follow its scent even through terrain that would normally cover its scent, like running water. When you finish a long rest, you regain all expended uses. You must be able to breathe in order to use this feature. Blood Hound When you reach 6th level, your mystic connection to blood has honed your sense of smell to mythic proportions. Blood of the Pack At 10th level, your wild blood fury is tempered by the bond you share with your allies. While your current hit point total is at least half of your hit point maximum, you can expend any number of Hit Dice as an action to heal an equal number living creatures other than you within 10 feet of you.


On your turn, roll 1 Hit Die for each creature you target with this feature. Repeat the process for each creature you choose. Sanguine Clarity Starting at 14th level, your rage becomes focused and precise, rather than wild and wrathful. When you enter a rage or a Devouring Rage you may expend up to 3 Hit Dice to increase the critical range of your attack rolls for the duration of your rage. For example, if you expend 2 Hit Dice, your weapon attacks score a critical hit on a roll of 18, 19, or If you already score a critical hit on a roll lower than 20 due to other class features or effects, this feature allows you to expand your critical range even further. These stories, told since the first sunrise, act as guiding parables when a tribe or people faces a crucial juncture in their fate.


When the gift manifests itself it is easily recognized often celebrated. There are instances, however, when it is perceived as an omen. Path of the Sacred Kin Features Barbarian Level Features 3rd Spellcasting, Ancestral Origins, Mythic Manifestation, Supernatural Fury 6th Metamagic, Transcendent Legacy 10th Ancestral Guidance 14th Immortal Birthright Spellcasting When you reach 3rd level, you channel your ancient blood to harness the power of your forbearer. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list. You learn three cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.



Xanathar’s Guide to Everything PDF free Download,Document Information

WebDOWNLOAD PDF. Xanathar’s Guide to Everything PDF which is the official Sourcebook for the 5th edition of Dungeon & Dragons available to download here.. Inside Xanathar’s WebRequest a review. Learn more. Loading WebApr 10,  · View flipping ebook version of Xanathar's Lost Notes to Everything Else published by t_hann90 on Interested in flipbooks about Xanathar's Lost WebApr 21,  · Xanathars Lost Notes to Everything Else 2 - Free download as PDF File .pdf), Text File .txt) Download as PDF, Save Save Xanathars Web’ l o s tn o t e stoe v e r y t h i n ge l s e XANATHAR'S LOST NOTES TO EVERYTHING ELSE Credits Lead Designer: Ruty Rutenberg Designers: Lysa Chen, Will Doyle, James WebApr 29,  · Xanathar's Guide To Everything. Skip to main content. Due to a planned power outage on Friday, 1/14, d-de-xanathars-guide-to-everything Identifier-ark ... read more



The Iron Bastion: Rise of the Blood Watch Ruins of Mezro Return of the Lizard King Secret Societies of Chult: Mage Hunter and Spiritlord Sundered Realms Player's Guide the following option is available to rogues at 3rd level: the The Spells Known column of the Divine Herald Divine Herald. knowledge to you at the beginning of your turn, which you can then cast normally by expending a warlock spell slot. Immortal Birthright Beginning at 14th level, you gain the ability to sprout a pair of wings from your back, gaining a flying speed equal to your current speed. Overheal School of Reconstruction Features Starting at 14th level, you can increase the power of your simpler spells.



You gain the ability to twist your spells to suit your needs. y fo llo wi ng me th ro ug h th e al leys a That gu these hunters. You have advantage on Charisma Deception checks you make Last Rites against a discerning creature to expose your guise. You regain all expended uses when you finish a long rest. pressure and to folks talking about you both to your face and behind your back. Did a physical or magical accident take some abilities from you?

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