From 65cd37716d812c43d57292c699776a82854e93e8 Mon Sep 17 00:00:00 2001 From: Tel0k <94142741+Tel0k@users.noreply.github.com> Date: Sun, 3 Nov 2024 17:10:31 +0100 Subject: [PATCH] Paladin + subclasses & other changes --- .../archetypes/paladin-ancients.xml | 154 ++++++ .../archetypes/paladin-devotion.xml | 123 +++++ .../archetypes/paladin-glory.xml | 167 +++++++ .../archetypes/paladin-vengeance.xml | 113 +++++ .../archetypes/ranger-beast-master.xml | 37 +- .../archetypes/ranger-fey-wanderer.xml | 24 +- .../archetypes/ranger-gloom-stalker.xml | 26 +- .../archetypes/ranger-hunter.xml | 25 +- .../classes/class-paladin.xml | 438 ++++++++++++++++++ .../classes/class-ranger.xml | 116 ++--- 10 files changed, 1113 insertions(+), 110 deletions(-) create mode 100644 core/players-handbook-2024/archetypes/paladin-ancients.xml create mode 100644 core/players-handbook-2024/archetypes/paladin-devotion.xml create mode 100644 core/players-handbook-2024/archetypes/paladin-glory.xml create mode 100644 core/players-handbook-2024/archetypes/paladin-vengeance.xml create mode 100644 core/players-handbook-2024/classes/class-paladin.xml diff --git a/core/players-handbook-2024/archetypes/paladin-ancients.xml b/core/players-handbook-2024/archetypes/paladin-ancients.xml new file mode 100644 index 00000000..39cfac2a --- /dev/null +++ b/core/players-handbook-2024/archetypes/paladin-ancients.xml @@ -0,0 +1,154 @@ + + + + + + + + + + + Sacred Oath + +

Preserve Life and Light in the World

+

The Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice.They often adorn their armor and clothing with images of growing things —leaves, antlers, or flowers— to reflect their commitment to preserving life and light.

+

These paladins share the following tenets:

+
    +
  • Kindle the light of hope.
  • +
  • Shelter life.
  • +
  • Delight in art and laughter.
  • +
+
+
+
+
+
+ + + + + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_OOTA_NATURES_WRATH + +

As a Magic action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

+
+ + Each creature of your choice that you can see within 15ft of yourself must succeed on a STR saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_OOTA_OATH_SPELLS + +

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.

+
OATH OF THE ANCIENTS SPELLS
+ + + + + + + + + +
Paladin LevelSpells
3rdEnsnaring Strike, Speak with Animals
5thMisty Step, Moonbeam
9thPlant Growth, Protection from Energy
13thIce Storm, Stoneskin
17thCommune with Nature, Tree Stride
+
+ + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_OOTA_AURA_OF_WARDING + +

Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.

+
+ + You and your allies have Resistance to Necrotic, Psychic, and Radiant damage within your Aura of Protection. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_OOTA_UNDYING_SENTINEL + +

When you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead, and you regain a number of Hit Points equal to three times your Paladin level. Once you use this feature, you can't do so again until you finish a Long Rest.

+

Additionally, you can't be aged magically, and you cease visibly aging.

+
+ + When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead, and you regain {{undying:sentinel}} Hit Points. + You suffer none of the drawbacks of old age, and you can't be aged magically. + + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_OOTA_ELDER_CHAMPION + +

As a Bonus Action, you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute or until you end them (no action required).Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

+

Diminish Defiance. Enemies in the aura have Disadvantage on saving throws against your spells and Channel Divinity options.

+

Regeneration. At the start of each of your turns, you regain 10 Hit Points.

+

Swift Spells. Whenever you cast a spell that has a casting time of an action, you can cast it using a Bonus Action instead.

+
+ + You gain the following benefits for 10 minutes. + You can expend a 5th-level spell slot to use this feature again. + + + + + + +
+ + ID_WOTC_PHB24_ARCHETYPE_FEATURE_OOG_CHARISMATIC + +

You are blessed with an otherworldly presence, gaining Advantage on all Charisma checks.

+
+ + You gain Advantage on all Charisma checks. + +
+ + ID_WOTC_PHB24_ARCHETYPE_FEATURE_OOG_ST_REROLL + +

If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

+
+ + If you fail a saving throw, you can reroll it. You must use this new roll. + +
+ + ID_WOTC_PHB24_ARCHETYPE_FEATURE_OOG_UNERRING_STRIKE + +

Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.

+
+ + When you make a weapon attack and miss, you can cause that attack to hit instead. + +
+ + + + + + + + + + diff --git a/core/players-handbook-2024/archetypes/paladin-vengeance.xml b/core/players-handbook-2024/archetypes/paladin-vengeance.xml new file mode 100644 index 00000000..17cdeaa9 --- /dev/null +++ b/core/players-handbook-2024/archetypes/paladin-vengeance.xml @@ -0,0 +1,113 @@ + + + + + + + + + + Sacred Oath + +

Punish Evildoers at Any Cost

+

The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armiesslaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves' guild grows too violent, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.

+

These paladinsshare the following tenets:

+
    +
  • Show the wicked no mercy.
  • +
  • Fight injustice and its causes.
  • +
  • Aid those harmed by injustice.
  • +
+
+
+
+
+
+ + + + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_VENGEANCE_OATH_SPELLS + +

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.

+
OATH OF VENGEANCE SPELLS
+ + + + + + + + + +
Paladin LevelSpells
3rdBane, Hunter's Mark
5thHold Person, Misty Step
9thHaste, Protection from Energy
13thBanishment, Dimension Door
17thHold Monster, Scrying
+
+ + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_VENGEANCE_VOW_OF_ENMITY + +

When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again.

+

If the creature drops to O Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).

+
+ + When you take the Attack action, you can utter a vow of enmity against a creature you can see within 30ft of you. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again. If the creature drops to OHP before the vow ends, you can transfer it to a different creature within 30ft of yourself. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_VENGEANCE_RELENTLESS_AVENGER + +

Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature's Speed to 0 until the end of the current turn. You can then move up to half your Speed as part of the same Reaction. This movement doesn't provoke Opportunity Attacks.

+
+ + When you hit a creature with an Opportunity Attack, you can reduce the creature's Speed to 0 until the end of the current turn. You can then move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_VENGEANCE_SOUL_OF_VENGEANCE + +

Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack roll, you can take a Reaction to make a melee attack against that creature if it's within range.

+
+ + When a creature under the effect of your Vow of Enmity makes an attack, you can make a melee weapon attack against that creature if it is within range. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_VENGEANCE_AVENGING_ANGEL + +

As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

+

Flight. You sprout spectral wings on your back, have a Fly Speed of 60 feet, and can hover.

+

Frightful Aura. Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.

+
+ + For 10 minutes or until you end them, you gain the following benefits: + • Flight - You have a Fly Speed of 60 feet, and can hover. + • Frightful Aura - Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a WIS saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage. + You can expend a 5th-level spell slot to use this feature again. + +
+ + + + + + + + diff --git a/core/players-handbook-2024/archetypes/ranger-beast-master.xml b/core/players-handbook-2024/archetypes/ranger-beast-master.xml index 21f17e31..5eb24341 100644 --- a/core/players-handbook-2024/archetypes/ranger-beast-master.xml +++ b/core/players-handbook-2024/archetypes/ranger-beast-master.xml @@ -1,7 +1,10 @@ - + Beast Master + The Beast Master from Player’s Handbook 2024 + Wizards of the Coast + @@ -25,8 +28,8 @@ - - !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_PRIMAL_COMPANION + + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_PRIMAL_COMPANION

You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land, Beast of the Sea, or Beast of the Sky. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.

The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.

@@ -34,7 +37,7 @@

Restoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.

Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.

- + You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block — Beast of the Land, Beast of the Sea, or Beast of the Sky — which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Beast's Strike action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. If the beast has died within the last hour, you can use a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its hit points restored. @@ -300,41 +303,41 @@
- - !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_EXCEPTIONAL_TRAINING + + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_EXCEPTIONAL_TRAINING

When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.

In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.

- + When you command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action. Whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.
- - !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_BESTIAL_FURY + + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_BESTIAL_FURY

When you command your Primal Companion beast to take the Beast’s Strike action, the beast can use it twice.

In addition, the first time each turn it hits a creature under the effect of your Hunter’s Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.

- + When you command your Primal Companion beast to take the Beast’s Strike action, the beast can use it twice. In addition, the first time each turn it hits a creature under the effect of your Hunter’s Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.
- - !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_SHARE_SPELLS + + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_SHARE_SPELLS

When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.

- + When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.
- - - - + + + + \ No newline at end of file diff --git a/core/players-handbook-2024/archetypes/ranger-fey-wanderer.xml b/core/players-handbook-2024/archetypes/ranger-fey-wanderer.xml index 4eacb585..0916cc85 100644 --- a/core/players-handbook-2024/archetypes/ranger-fey-wanderer.xml +++ b/core/players-handbook-2024/archetypes/ranger-fey-wanderer.xml @@ -4,7 +4,7 @@ Fey Wanderer The Fey Wanderer from Tasha’s Cauldron of Everything Tasha’s Cauldron of Everything - + @@ -30,17 +30,17 @@ - + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_DREADFUL_STRIKES

You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra ld4 Psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to ld6 when you reach Ranger level 11.

- + When you hit a creature with a weapon, you can deal an extra ld4 Psychic damage to the target, which can take this extra damage only once per turn. When you hit a creature with a weapon, you can deal an extra ld6 Psychic damage to the target, which can take this extra damage only once per turn.
- + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_FEY_WANDERER_SPELLS

When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.

@@ -78,13 +78,13 @@ -->
- + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_OTHERWORLDLY_GLAMOUR

Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

You also gain proficiency in one of these skills of your choice: Deception, Performance, or Persuasion

- + Whenever you make a Charisma check, you gain a +{{otherworldly glamour:charisma bonus}} bonus to the check. @@ -97,24 +97,24 @@
- + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_STALKERS_FLURRY

The Psychic damage of your Dreadful Strike becomes 2d8. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.

Sudden Strike. You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon’s range.

Mass Fear. The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.

- + The Psychic damage of your Dreadful Strike becomes 2d8. In addition, when you use the Dreadful Strike effect, you can cause one of the following additional effects: @@ -174,12 +176,12 @@
- + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_SHADOWY_DODGE

When a creature makes an attack roll against you, you can take a Reaction to impose Disadvantage on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.

- + When a creature makes an attack roll against you, you can impose Disadvantage on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.
diff --git a/core/players-handbook-2024/archetypes/ranger-hunter.xml b/core/players-handbook-2024/archetypes/ranger-hunter.xml index cd00abfc..a8fb32da 100644 --- a/core/players-handbook-2024/archetypes/ranger-hunter.xml +++ b/core/players-handbook-2024/archetypes/ranger-hunter.xml @@ -1,7 +1,10 @@ - + Hunter + The Hunter from Player’s Handbook 2024 + Wizards of the Coast + @@ -28,23 +31,23 @@
- + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_HUNTERS_LORE

You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

- + While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
- + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_HUNTERS_PREY

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra ld8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn.

Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.

- + You gain one of the following feature option. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one. @@ -71,14 +74,14 @@ When you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5ft of the original target, that is within the weapon's range, and that you haven't attacked this turn.
- + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_DEFENSIVE_TACTICS

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Escape the Horde. Opportunity Attacks have Disadvantage against you.

Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.

- + You gain one of the following feature option. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one. @@ -105,21 +108,21 @@ When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.
- + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_SUPERIOR_HUNTERS_PREY

Once per turn when you deal damage to a creature marked by your Hunter's Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature.

- + When you deal damage to a creature marked by your Hunter's Mark, you can also deal that spell's extra damage to a different creature that you can see within 30ft of the first creature.
- + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_SUPERIOR_HUNTERS_DEFENSE

When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.

- + When you take damage, you can give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.
diff --git a/core/players-handbook-2024/classes/class-paladin.xml b/core/players-handbook-2024/classes/class-paladin.xml new file mode 100644 index 00000000..a6c7998d --- /dev/null +++ b/core/players-handbook-2024/classes/class-paladin.xml @@ -0,0 +1,438 @@ + + + + Paladin + The Paladin class from the Player’s Handbook 2024. + Wizards of the Coast + + + + + + + +

Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god's altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

+

Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.

+

Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world's armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.

+

BECOMING A PALADIN...

+
AS A LEVEL 1 CHARACTER
+
    +
  • Gain all the traits in the Core Paladin Traits table.
  • +
  • Gain the Paladin's level 1 features, which are listed in the Paladin Features table.
  • +
+
AS A MULTICLASS CHARACTER
+
    +
  • Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
  • +
  • Gain the Paladin's level 1 features, which are listed in the Paladin Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
  • +
+ +
CORE PALADIN TRAITS
+ + + + + + + + +
Primary AbilityStrength and Charisma
Hit Point Die1d10 per Paladin level
Saving Throw ProficienciesWisdom and Charisma
Skills ProficienciesChoose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapon ProficienciesSimple and Martial weapons
Armor TrainingLight, Medium and Heavy armor and Shields
Starting EquipmentChoose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack, and 9 GP; or (B) 150 GP
+ +

CLASS FEATURES

+

As a Paladin, you gain the following class features when you reach the specified Paladin levels. These features are listed in the Paladin Features table.

+
PALADIN FEATURES
+ + + + + + + + + + + + + + + + + + + + + + + + +
LevelFeaturesChannel DivinityPrepared Spells1st2nd3rd4th5th
1stLay On Hands, Spellcasting, Weapon Mastery22
2ndFighting Style, Paladin's Smite32
3rdChannel Divinity, Paladin Subclass243
4thAbility Score Improvement253
5thExtra Attack, Faithful Steed2642
6thAura of Protection2642
7thSubclass feature2743
8thAbility Score Improvement2743
9thAbjure Foes29432
10thAura of Courage29432
11thRadiant Strikes310433
12thAbility Score Improvement310433
13th3114331
14thRestoring Touch3114331
15thSubclass feature3124332
16thAbility Score Improvement3124332
17th31443331
18thAura Expansion31443331
19thEpic Boon31543332
20thSubclass feature31543332
+
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+
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+
+ + + A Devout Warrior of Sacred Oaths. + + + A Devout Warrior of Sacred Oaths + d10 + + + + + + + + + + + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_SPELLCASTING + +

You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class's description.

+

Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

+

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended.

+

The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.

+

If another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.

+

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.

+

Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.

+

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.

+
+

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

+

Spell attack modifier = your proficiency bonus + your Charisma modifier

+
+
+ + You have learned to cast spells through prayer and meditation. + + + Paladin + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_LAY_ON_HANDS + +

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest, With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.

+

As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.

+

You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.

+
+ + You can touch a creature and draw power from the pool to restore a number of hp to that creature, up to the maximum amount remaining in your pool. + You can expend 5 hp from your pool of healing to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature. + + + + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_WEAPON_MASTERY + +

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.

+

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.

+
+ + You can use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. + + + + +
+ + + ID_WOTC_PHB24_CLASS_FEATURE_PALADIN_FIGHTING_STYLE + Fighting Style + +

You learn two Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip

+
+ + You learn two Cleric cantrips of your choice. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip. + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_ASI + +

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.

+
+ + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_EXTRA_ATTACK + +

You can attack twice, instead of once, whenever you take the Attack action on your turn.

+
+ + You can attack twice, instead of once, whenever you take the Attack action on your turn. + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_FAITHFUL_STEED + +

You can call on the aid of an otherworldly steed.

+

You always have the Find Steed spell prepared.

+

You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.

+
+ + You can call on the aid of an otherworldly steed. You always have the the Find Steed spell prepared and can cast it once without expending a spell slot. + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_AURA_OF_PROTECTION + +

You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.

+

You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).

+

If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.

+
+ + You and your allies within {{aura of protection:range}} feet of you, gain a +{{aura of protection:save bonus}} bonus to the saving throws. A creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them. + + + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_ABJURE_FOES + +

As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for1minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.

+
+ + You can target {{abjure}} creatures that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action. + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_AURA_OF_COURAGE + +

You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.

+
+ + You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_RADIANT_STRIKES + +

Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.

+
+ + When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_RESTORING_TOUCH + +

When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded,Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don't also restore Hit Points to the creature.

+
+ + When you use Lay On Hands on a creature, you can expend 5 Hit Points from the healing pool for each of the following conditions you remove from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned; those points don't also restore Hit Points to the creature. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_AURA_EXPANSION + +

Your Aura of Protection is now a 30-foot Emanation.

+
+ + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_PALADIN_24_EPIC_BOON + +

You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Truesight is recommended.

+
+ + + +
+ + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/core/players-handbook-2024/classes/class-ranger.xml b/core/players-handbook-2024/classes/class-ranger.xml index 6b1abba6..5612e83f 100644 --- a/core/players-handbook-2024/classes/class-ranger.xml +++ b/core/players-handbook-2024/classes/class-ranger.xml @@ -4,7 +4,7 @@ Ranger The Ranger class from the Player’s Handbook 2024. Wizards of the Coast - + @@ -82,10 +82,10 @@
- A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization. + A Wandering Warrior Imbued with Primal Magic. - A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization. + A Wandering Warrior Imbued with Primal Magic d10 @@ -133,7 +133,7 @@ - + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_SPELLCASTING

You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class's description.

@@ -152,45 +152,45 @@ You have learned to use the magical essence of nature to cast spells. - + Ranger - - - - - - - - - - - - + + + + + + + + + + + + - - - - - - - - - - - - + + + + + + + + + + + +
- + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_FAVORED_ENEMY

You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.

The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.

- + You always have the Hunter's Mark spell prepared. You can cast it without expending a spell slot. @@ -202,20 +202,20 @@
- + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_WEAPON_MASTERY

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.

- + You can use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can change the kinds of weapons you chose.
- - !ID_INTERNAL_FEATURE_REPLACEMENT_WIZARD_SPELLCASTING + + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_FIGHTING_STYLE

You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the option below.

@@ -241,7 +241,7 @@ - + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_ASI

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8,12, and 16.

@@ -279,19 +279,19 @@
- + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_TIRELESS

Primal forces now help fuel you on your journeys, granting you the following benefits.

Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to ld8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.

- + You can give yourself a number of temporary hit points equal to 1d8 + {{tirelesstemp:hp}}. In addition, whenever you finish a Short rest, your exhaustion level, if any, decreases by 1. @@ -332,22 +332,22 @@
- + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_RELENTLESS_HUNTER

Taking damage can't break your Concentration on Hunter's Mark.

- + Taking damage can't break your Concentration on Hunter's Mark.
- + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_NATURES_VEIL

You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

- + You can give yourself the Invisible condition until the end of your next turn. @@ -355,21 +355,21 @@
- + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_PRECISE_HUNTER

You have Advantage on attack rolls against the creature currently marked by your Hunter’s Mark.

- + You have Advantage on attack rolls against the creature currently marked by your Hunter’s Mark.
- + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_FERAL_SENSES

Your connection to the forces of nature grants you Blindsight with a range of 30 feet.

- + You have Blindsight with a range of 30ft. @@ -377,7 +377,7 @@
- + !ID_INTERNAL_FEATURE_REPLACEMENT_RANGER_24_EPIC_BOON

You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

@@ -387,12 +387,12 @@