diff --git a/core/players-handbook-2024.index b/core/players-handbook-2024.index index 23307703..64b202fe 100644 --- a/core/players-handbook-2024.index +++ b/core/players-handbook-2024.index @@ -14,13 +14,45 @@ + + + + + + - + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/core/players-handbook-2024/archetypes/barbarian-berserker.xml b/core/players-handbook-2024/archetypes/barbarian-berserker.xml new file mode 100644 index 00000000..4b0166c9 --- /dev/null +++ b/core/players-handbook-2024/archetypes/barbarian-berserker.xml @@ -0,0 +1,85 @@ + + + + Path of the Berserker + The Path of the Berserker subclass from the Player’s Handbook 2024. + Wizards of the Coast + + + + + + + Primal Path + +

Channel Rage into Violent Fury

+

Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.

+
+
+
+
+ + + The Path of the Berserker is a path of untrammeled fury, slick with blood. + + + + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_BARBARIAN_24_BERSERKER_FRENZY + +

If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.

+
+ + When you use Reckless Attack while your Rage is active, you deal {{barbarian rage:damage}}d6 extra damage to the first target you hit on your turn. + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_BARBARIAN_24_BERSERKER_MINDLESS_RAGE + +

You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, the condition ends on you.

+
+ + You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, the condition ends on you. + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_BARBARIAN_24_BERSERKER_RETALIATION + +

When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.

+
+ + When you take damage from a creature that is within 5 feet of you, you can make one melee attack against that creature. + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_BARBARIAN_24_BERSERKER_INTIMIDATING_PRESENCE + +

As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success.

+

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

+
+ + Each creature of your choice in a 30-foot Emanation originating from you must make a DC{{intimidating presence:dc}} Wisdom saving throw. On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success. + Once you use this feature, you can expend a use of your Rage (no action required) to restore your use of it. + + + + + + +
+ + + + + + + diff --git a/core/players-handbook-2024/archetypes/barbarian-wild-heart.xml b/core/players-handbook-2024/archetypes/barbarian-wild-heart.xml new file mode 100644 index 00000000..bb97dfb6 --- /dev/null +++ b/core/players-handbook-2024/archetypes/barbarian-wild-heart.xml @@ -0,0 +1,211 @@ + + + + Path of the Wild Heart + The Path of the Wild Heart subclass from the Player’s Handbook 2024. + Wizards of the Coast + + + + + + + Primal Path + +

Walk in Community with the Animal World

+

Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.

+
+
+
+
+
+ + + The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. + + + + + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_BARBARIAN_24_WILD_HEART_ANIMAL_SPEAKER + +

You can cast the Beast Sense and Speak with Animals spells but only as Rituals. Wisdom is your spellcasting ability for them.

+
+ + You can cast Beast Sense and Speak with Animals as Rituals. + + + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_BARBARIAN_24_WILD_HEART_RAGE_OF_THE_WILDS + +

Your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the following options of your choice.

+

Bear. While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.

+

Eagle. When you activate your Rage, you can take the Disengage and Dash actions as part of that Bonus Action. While your Rage is active, you can take a Bonus Action to take both of those actions.

+

Wolf. While your Rage is active, your allies have Advantage on attack rolls against any enemy of yours within 5 feet of you.

+
+ + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_BARBARIAN_24_WILD_HEART_NATURE_SPEAKER + +

You can cast the Commune with Nature spell but only as a Ritual. Wisdom is your spellcasting ability for it.

+
+ + You can cast the Commune with Nature spell as a Ritual. + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_BARBARIAN_24_WILD_HEART_POWER_OF_THE_WILDS + +

Whenever you activate your Rage, you gain one of the following options of your choice.

+

Falcon. While your Rage is active, you have a Fly Speed equal to your Speed if you aren’t wearing any armor.

+

Lion. While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian who has this option active.

+

Ram. While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack.

+
+ + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_BARD_24_LORE_CUTTING_WORDS + +

You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature’s roll, reducing the damage or potentially turning the success into a failure.

+
+ + When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature’s roll, reducing the damage or potentially turning the success into a failure. + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_BARD_24_LORE_MAGICAL_DISCOVERIES + +

You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class’s section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.

+

You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.

+
+ + + + +
+ + Circle of Land Spells + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_LAND_CIRCLE_OF_LAND_SPELLS_ARID + +
Arid Land
+ + + + + + + + +
Druid LevelCircle Spells
3rdBlur, Burning Hands, Fire Bolt
5thFireball
7thBlight
9thWall of Stone
+
+ + Your chosen land is Arid. + + + + + + + + + + + + + + +
+ + Circle of Land Spells + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_LAND_CIRCLE_OF_LAND_SPELLS_POLAR + +
Polar Land
+ + + + + + + + +
Druid LevelCircle Spells
3rdFog Cloud, Hold Person, Ray of Frost
5thSleet Storm
7thIce Storm
9thCone of Cold
+
+ + Your chosen land is Polar. + + + + + + + + + + + + + + +
+ + Circle of Land Spells + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_LAND_CIRCLE_OF_LAND_SPELLS_TEMPERATE + +
Temperate Land
+ + + + + + + + +
Druid LevelCircle Spells
3rdMisty Step, Shocking Grasp, Sleep
5thLightning Bolt
7thFreedom of Movement
9thTree Stride
+
+ + Your chosen land is Temperate. + + + + + + + + + + + + + + +
+ + Circle of Land Spells + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_LAND_CIRCLE_OF_LAND_SPELLS_TROPICAL + +
Tropical Land
+ + + + + + + + +
Druid LevelCircle Spells
3rdAcid Splash, Ray of Sickness, Web
5thStinking Cloud
7thPolymorph
9thInsect Plague
+
+ + Your chosen land is Tropical. + + + + + + + + + + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_LAND_LANDS_AID + +

As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.

+

The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).

+
+ + Select a point within 60 feet of yourself. Each creature of your choice within 10 feet of that point must make a DC{{druid:spellcasting:dc}} Constitution saving throw, taking {{land aid:dice count}}d6 necrotic damage on a failed save or half as much on a successful one. + Also, one creature of your choice in that area regains {{land aid:dice count}}d6 Hit Points. + + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_LAND_NATURAL_RECOVERY + +

You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.

+

In addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you’re a level 6 Druid, you can recover up to three levels’ worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest.

+
+ + You can cast one of your Circle Spells without expending a spell slot. + When you finish a Short Rest, you can recover {{natural recovery:count}} spell slot levels. + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_LAND_NATURES_WARD + +

You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature’s Ward table.

+
Nature’s Ward
+ + + + + + + + +
Land TypeResistance
AridFire
PolarCold
TemperateLightning
TropicalPoison
+
+ + You are immune to the Poisoned condition, and you have Resistance to {{land:resistance}} damage. + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_LAND_NATURES_SANCTUARY + +

As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature’s Ward while there.

+

As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.

+
+ + You cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself, granting you and your allies Half Cover and Resistance to the damage type of your Nature’s Ward while within the Cube. It lasts for 1 minute or until you have the Incapacitated condition or die. + As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself. + +
+ + + + + + + + + + + + + diff --git a/core/players-handbook-2024/archetypes/druid-moon.xml b/core/players-handbook-2024/archetypes/druid-moon.xml new file mode 100644 index 00000000..672d1db0 --- /dev/null +++ b/core/players-handbook-2024/archetypes/druid-moon.xml @@ -0,0 +1,144 @@ + + + + Circle of the Moon + The Circle of the Moon subclass from the Player’s Handbook 2024. + Wizards of the Coast + + + + + + + Druid Circle + +

Adopt Animal Forms to Guard the Wilds

+

Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.

+

Changeable as the moon, a Druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid’s blood.

+
+
+
+
+
+ + + + + + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_MOON_CIRCLE_OF_MOON_SPELLS + +

When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.

+

In addition, you can cast the spells from this feature while you’re in a Wild Shape form.

+
Circle of the Moon Spells
+ + + + + + + + +
Druid LevelCircle Spells
3rdCure Wounds, Moonbeam, Starry Wisp
5thConjure Animals
7thFount of Moonlight
9thMass Cure Wounds
+
+ + You can cast your Circle spells while in a Wild Shape form. + + + + + + + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_MOON_CIRCLE_FORMS + +

You can channel lunar magic when you assume a Wild Shape form, granting you the benefits below.

+

Challenge Rating. The maximum Challenge Rating for the form equals your Druid level divided by 3 (round down).

+

Armor Class. Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast’s AC.

+

Temporary Hit Points. You gain a number of Temporary Hit Points equal to three times your Druid level.

+
+ + When assuming a Wild Shape form: + • The maximum CR of your form is CR {{druid wild shape:cr}} + • Your AC is {{circle forms:ac}} + • You gain {{druid wild shape:thp}} Temporary Hit Points + + + + + + + + + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_MOON_IMPROVED_CIRCLE_FORMS + +

While in a Wild Shape form, you gain the following benefits.

+

Lunar Radiance. Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.

+

Increased Toughness. You can add your Wisdom modifier to your Constitution saving throws.

+
+ + While in a Wild Shape form, your attacks can deal Radiant damage instead of their normal damage type, and you add {{wisdom:modifier}} to any Constitution saving throws you make. + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_MOON_MOONLIGHT_STEP + +

You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this 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 also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required).

+
+ + You can teleport up to 30 feet, and have Advantage on the next attack you make before the end of this turn. + If you have no uses left, you can use it again by expending a level 2+ spell slot (no action required). + You can teleport yourself and one willing creature within 10 feet of you up to 30 feet, and you have Advantage on the next attack you make before the end of this turn. + If you have no uses left, you can use it again by expending a level 2+ spell slot (no action required). + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_MOON_LUNAR_FORM + +

The power of the moon suffuses you, granting you the following benefits.

+

Improved Lunar Radiance. Once per turn, you can deal an extra 2d10 Radiant damage to a target you hit with a Wild Shape form’s attack.

+

Shared Moonlight. Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space.

+
+ + You can deal an extra 2d10 Radiant damage when you hit with a Wild Shape form’s attack. + +
+ + + + + + + + + diff --git a/core/players-handbook-2024/archetypes/druid-sea.xml b/core/players-handbook-2024/archetypes/druid-sea.xml new file mode 100644 index 00000000..8988c2c8 --- /dev/null +++ b/core/players-handbook-2024/archetypes/druid-sea.xml @@ -0,0 +1,138 @@ + + + + Circle of the Sea + The Circle of the Sea subclass from the Player’s Handbook 2024. + Wizards of the Coast + + + + + + + Druid Circle + +

Become One with Tides and Storms

+

Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature’s wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.

+
+
+
+
+
+ + + + + + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_SEA_CIRCLE_OF_SEA_SPELLS + +

When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.

+
Circle of the Sea Spells
+ + + + + + + + +
Druid LevelCircle Spells
3rdFog Cloud, Gust of Wind, Ray of Frost, Shatter, Thunderwave
5thLightning Bolt, Water Breathing
7thControl Water, Ice Storm
9thConjure Elemental, Hold Monster
+
+ + + + + + + + + + + + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_SEA_WRATH_OF_THE_SEA + +

As a Bonus Action, you can expend a use of your Wild Shape to manifest a 5-foot Emanation that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.

+

When you manifest the Emanation and as a Bonus Action on your subsequent turns, you can choose another creature you can see in the Emanation. The target must succeed on a Constitution saving throw against your spell save DC or take Cold damage and, if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die).

+
+ + You can manifest a {{wrath of the sea:size}}-foot Emanation for the next 10 minutes. Upon manifesting it and as a Bonus Action each subsequent turn, you can force a creature within the Emanation to make a DC{{druid:spellcasting:dc}} Constitution saving throw. On a failure, the creature takes {{wrath of the sea:damage}}d6 Cold damage, and if it is Large or smaller it is pushed up to 15 feet away from you. + The Emanation ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition. + + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_SEA_AQUATIC_AFFINITY + +

The size of the Emanation created by your Wrath of the Sea increases to 10 feet.

+

In addition, you gain a Swim Speed equal to your Speed.

+
+ + Your Wrath of the Sea Emanation increases to 10 feet, and you gain a Swim Speed of {{speed}}. + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_SEA_STORMBORN + +

Your Wrath of the Sea confers two more benefits while active, as detailed below.

+

Flight. You gain a Fly Speed equal to your Speed.

+

Resistatnce. You have Resistance to Cold, Lightning, and Thunder damage.

+
+ + While your Wrath of the Sea is activated, you gain a Fly Speed of {{speed}} feet, and you have Resistance to Cold, Lightning, and Thunder damage. + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_SEA_OCEANIC_GIFT + +

Instead of manifesting the Emanation of Wrath of the Sea around yourself, you can manifest it around one willing creature within 60 feet of yourself. That creature gains all the benefits of the Emanation and uses your spell save DC and Wisdom modifier for it.

+

In addition, you can manifest the Emanation around both the other creature and yourself if you expend two uses of your Wild Shape instead of one when manifesting it.

+
+ + You can create your Wrath of the Sea Emanation around a willing creature within 60 feet of yourself, and they gain all the benefits of the Emanation. + If you expend two uses of Wild Shape, you can manifest the Emanation around both yourself and the willing creature simultaneously. + +
+ + + + + + + + + diff --git a/core/players-handbook-2024/archetypes/druid-stars.xml b/core/players-handbook-2024/archetypes/druid-stars.xml new file mode 100644 index 00000000..edfced20 --- /dev/null +++ b/core/players-handbook-2024/archetypes/druid-stars.xml @@ -0,0 +1,200 @@ + + + + Circle of the Stars + The Circle of the Stars subclass from the Player’s Handbook 2024. + Wizards of the Coast + + + + + + + Druid Circle + +

Harness Secrets Hidden in Constellations

+

The Circle of the Stars has tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By understanding these secrets, the Druids of this circle seek to harness the powers of the cosmos.

+
+
+
+
+
+ + + + + + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_STARS_STAR_MAP + +

You’ve created a star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a Spellcasting Focus for your Druid spells. You determine its form by rolling on the Star Map table or by choosing one.

+

While holding the map, you have the Guidance and Guiding Bolt spells prepared, and you can cast Guiding Bolt without expending a spell slot. You can cast it in that way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

+

If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a Short or Long Rest, and it destroys the previous map.

+
Star Map
+ + + + + + + + + + +
1d6Map Form
1A scroll bearing depictions of constellations
2A stone tablet with fine holes drilled through it
3An owlbear hide tooled with stellar symbols
4A collection of maps bound in an ebony cover
5A crystal engraved with starry patterns
6A glass disk etched with constellations
+
+ +
+
+
+ +
+
+ + + You’ve created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. While holding this map, you have these benefits: + • You can cast Guiding Bolt without expending a spell slot {{star map:uses}} times/Long Rest. + • If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a Short or Long Rest, and it destroys the previous map. + + + + + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_STARS_STARRY_FORM + +

As a Bonus Action, you can expend a use of your Wild Shape feature to take on a starry form rather than shape-shifting.

+

While in your starry form, you retain your game statistics, but your body becomes luminous, your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.

+

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form.

+

Archer. A constellation of an archer appears on you. When you activate this form and as a Bonus Action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of yourself. On a hit, the attack deals Radiant damage equal to 1d8 plus your Wisdom modifier.

+

Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores Hit Points to a creature, you or another creature within 30 feet of you can regain Hit Points equal to 1d8 plus your Wisdom modifier.

+

Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain Concentration, you can treat a roll of 9 or lower on the d20 as a 10.

+
+ + You can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. + While in a starry form, you retain your game statistics. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again. + + + + + + + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_ARCANE_TRICKSTER_MAGE_HAND_LEGERDEMAIN + +

When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make Dexterity (Sleight of Hand) checks.

+
+ + When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make Dexterity (Sleight of Hand) checks. + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_ARCANE_TRICKSTER_MAGICAL_AMBUSH + +

If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.

+
+ + If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn. + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_ARCANE_TRICKSTER_VERSATILE_TRICKSTER + +

You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand.

+
+ + When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of your Mage Hand. + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_ARCANE_TRICKSTER_SPELL_THIEF + +

You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

+

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can take a Reaction to force the creature to make an Intelligence saving throw. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least level 1 and of a level you can cast (it doesn’t need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can’t cast it until the 8 hours have passed.

+

Once you steal a spell with this feature, you can’t use this feature again until you finish a Long Rest.

+
+ + Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can force the creature to make a DC{{spellcasting:dc:int}} Intelligence saving throw. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least level 1 and of a level you can cast (it doesn’t need to be a Wizard spell). For the next 8 hours, you have the spell prepared, and the creature can’t cast it again until the 8 hours have passed. + +
+ + + + + + + + diff --git a/core/players-handbook-2024/archetypes/rogue-assassin.xml b/core/players-handbook-2024/archetypes/rogue-assassin.xml new file mode 100644 index 00000000..12d592c2 --- /dev/null +++ b/core/players-handbook-2024/archetypes/rogue-assassin.xml @@ -0,0 +1,106 @@ + + + + Assassin + The Assassin subclass from the Player’s Handbook 2024. + Wizards of the Coast + + + + + + + Roguish Archetype + +

Practice the Grim Art of Death

+

An Assassin’s training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.

+
+
+
+
+
+ + + You focus your training on the grim art of death. + + + + + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_ASSASSIN_ASSASSINATE + +

You’re adept at ambushing a target, granting you the following benefits:

+

Initiative. You have Advantage on Initiative rolls.

+

Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.

+
+ + You have Advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, and your Sneak Attack deals an additional {{level:rogue}} damage to those creatures during the first round. + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_ASSASSIN_ASSASSINS_TOOLS + +

You gain a Disguise Kit and a Poisoner’s Kit, and you have proficiency with them.

+
+ + + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_ASSASSIN_INFILTRATION_EXPERTISE + +

You are expert at the following techniques that aid your infiltrations.

+

Masterful Mimicry. You can unerringly mimic another person’s speech, handwriting, or both if you have spent at least 1 hour studying them.

+

Roving Aim. Your Speed isn’t reduced to 0 by using Steady Aim.

+
+ + You can unerringly mimic another person’s speech, handwriting, or both if you have spent at least 1 hour studying them. Additionally, your Speed is not reduced to 0 by using Steady Aim. + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_ASSASSIN_ENVENOM_WEAPONS + +

When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores Resistance to Poison damage.

+
+ + When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores Resistance to Poison damage. + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_ASSASSIN_DEATH_STRIKE + +

When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus), or the attack’s damage is doubled against the target.

+
+ + When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a DC{{death strike:dc}} Constitution saving throw, or the attack’s damage is doubled. + + + + + + +
+ + + + + + + + diff --git a/core/players-handbook-2024/archetypes/rogue-soulknife.xml b/core/players-handbook-2024/archetypes/rogue-soulknife.xml new file mode 100644 index 00000000..b495518f --- /dev/null +++ b/core/players-handbook-2024/archetypes/rogue-soulknife.xml @@ -0,0 +1,204 @@ + + + + Soulknife + The Soulknife subclass from the Player’s Handbook 2024. + Wizards of the Coast + + + + + + + Roguish Archetype + +

Strike Foes with Psionic Blades

+

A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.

+
+
+
+
+
+ + + + + + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_SOULKNIFE_PSIONIC_POWER + +

You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel certain powers you have from this subclass. The Soulknife Energy Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.

+
Soulknife Energy Dice
+ + + + + + + + + + +
Rogue LevelDie SizeNumber
3d64
5d86
9d88
11d108
13d1010
17d1212
+

Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend a Psionic Energy Die, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your Psionic Energy Dice are all expended.

+

You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

+

The powers below use your Psionic Energy dice.

+

Psi-Bolstered Knack. If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds.

+

Psychic Whispers. You can establish telepathic communication between yourself and others. As a Magic action, choose one or more creatures you can see, up to a number of creatures equal to your Proficiency Bonus, and then roll one Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required).

+

The first time you use this power after each Long Rest, you don’t expend the Psionic Energy Die. All other times you use the power, you expend the die.

+
+ + This energy is represented by your Psionic Energy dice, which are each a d{{psionic power:dice:size}}. You can regain one expended Psionic Energy die whenever you finish a Short Rest. + + + + + + + + + + + + + + +
+ + ID_WOTC_PHB24_ARCHETYPE_FEATURE_ROGUE_SOULKNIFE_PSIONIC_POWER_PSI_BOLSTERED_KNACK + + +

If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds.

+
+ + If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. + The die is expended only if the roll then succeeds. + +
+ + ID_WOTC_PHB24_ARCHETYPE_FEATURE_ROGUE_SOULKNIFE_PSIONIC_POWER_PSYCHIC_WHISPERS + + +

You can establish telepathic communication between yourself and others. As a Magic action, choose one or more creatures you can see, up to a number of creatures equal to your Proficiency Bonus, and then roll one Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required).

+

The first time you use this power after each Long Rest, you don’t expend the Psionic Energy Die. All other times you use the power, you expend the die.

+
+ + Choose up to {{proficiency}} creatures you can see, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required). + The first time you use this power after each Long Rest, you don’t expend the Psionic Energy die. All other times you use the power, you expend the die. + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_SOULKNIFE_PSYCHIC_BLADES + +

You can manifest shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties, and has the Vex weapon mastery. It has a normal range of 20 feet and a long range of 120 feet. On a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll.

+

The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.

+

After you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a Bonus Action on the same turn if your other hand is free to create it. The damage die of this bonus attack is 1d4 instead of 1d6.

+
+ + Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The blade is a simple melee weapon with the finesse and thrown properties, has the Vex weapon mastery, and a range of 20/120 feet. On a hit, it deals 1d6+{{psychic blades:modifier}}, and vanishes immediately after it hits or misses its target, leaving no mark on its target if it deals damage. + After you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a Bonus Action on the same turn if your other hand is free to create it. The damage die of this bonus attack is 1d4 instead of 1d6. + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_SOULKNIFE_SOUL_BLADES + +

You can now use the following powers with your Psychic Blades.

+

Homing Strikes. If you make an attack roll with your Psychic Blade and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.

+

Psychic Teleportation. As a Bonus Action, you manifest a Psychic Blade, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

+
+ + Your Psychic Blades are now an expression of your psi-suffused soul. + + + + +
+ + ID_WOTC_PHB24_ARCHETYPE_FEATURE_ROGUE_SOULKNIFE_SOUL_BLADES_HOMING_STRIKES + + +

If you make an attack roll with your Psychic Blade and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.

+
+ + If you make an attack roll with your Psychic Blade and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended. + +
+ + ID_WOTC_PHB24_ARCHETYPE_FEATURE_ROGUE_SOULKNIFE_SOUL_BLADES_PSYCHIC_TELEPORTATION + + +

As a Bonus Action, you manifest a Psychic Blade, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

+
+ + You manifest a Psychic Blade, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes. + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_SOULKNIFE_PSYCHIC_VEIL + +

You can weave a veil of psychic static to mask yourself. As a Magic Action, you gain the Invisible condition for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

+

Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.

+
+ + You gain the Invisible condition for 1 hour or until you dismiss this effect. This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw. + You can expend a Psionic Energy die (no action required) to use this feature again. + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_SOULKNIFE_REND_MIND + +

You can sweep your Psychic Blades through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus). If the save fails, the target has the Stunned condition for 1 minute. The Stunned target repeats the save at the end of each of its turns, ending the effect on itself on a success.

+

Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend three Psionic Energy Dice (no action required) to restore your use of it.

+
+ + When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a DC{{rend mind:dc}} Wisdom saving throw. If the save fails, the target has the Stunned condition for 1 minute. The Stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + You can expend three Psionic Energy dice (no action required) to use this feature again. + + + + + + +
+ + + + ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_PSYCHIC, ID_WOTC_PHB24_WEAPON_PROPERTY_FINESSE, ID_WOTC_PHB24_WEAPON_PROPERTY_THROWN, ID_WOTC_PHB24_WEAPON_PROPERTY_VEX + ID_WOTC_PHB24_ARCHETYPE_ROGUE_SOULKNIFE + +

A psychic blade manifested by the will of a Soulknife Rogue.

+
+ + Weapons + + + onehand + 20/120 + 1d6 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_DAGGER + +
+ + + + + + + + diff --git a/core/players-handbook-2024/archetypes/rogue-thief.xml b/core/players-handbook-2024/archetypes/rogue-thief.xml new file mode 100644 index 00000000..44800726 --- /dev/null +++ b/core/players-handbook-2024/archetypes/rogue-thief.xml @@ -0,0 +1,107 @@ + + + + Thief + The Thief subclass from the Player’s Handbook 2024. + Wizards of the Coast + + + + + + + Roguish Archetype + +

Hunt for Treasure as a Classic Adventurer

+

A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.

+
+
+
+
+
+ + + You hone your skills in the larcenous arts. + + + + + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_THIEF_FAST_HANDS + +

As a Bonus Action, you can do one of the following:

+

Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.

+

Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action.

+
+ + You can make a Dexterity (Sleight of Hand) check to pick a pocket, or pick a lock or disarm a trap with Thieves’ Tools. You can also take the Utilize action, or take the Magic action to use a magic item that requires that action. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_THIEF_SECOND_STORY_WORK + +

You’ve trained to get into especially hard-to-reach places, granting you these benefits.

+

Climber. You gain a Climb Speed equal to your Speed.

+

Jumper. You can determine your jump distance using your Dexterity rather than your Strength.

+
+ + You gain a {{speed}}ft Climb Speed, and can use your Dexterity instead of your Strength to determine your jump distance. + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_THIEF_SUPREME_SNEAK + +

You gain the following Cunning Strike option.

+

Stealth Attack (Cost: 1d6). If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.

+
+ + You gain the following Cunning Strike option: + • Stealth Attack (Cost: 1d6). If you have the Hide action’s Invisible condition, your attack doesn’t end that condition on you if you end the turn behind Three-Quarters or Total Cover. + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_THIEF_USE_MAGIC_DEVICE + +

You’ve learned how to maximize use of magic items, granting you the following benefits.

+

Attunement. You can attune to up to four magic items at once.

+

Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.

+

Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.

+
+ + + You can attune to 4 magic items at once. + When using a magic item property that expends charges, you can use it without charges if you roll a 6 on a d6. + You can use any Spell Scroll, using Intelligence as your spellcasting ability. If the scroll contains a level 2+ spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell’s level) or the spell fails and the scroll disintegrates. + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_THIEF_THIEFS_REFLEXES + +

You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.

+
+ + You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. + +
+ + + + + + + + diff --git a/core/players-handbook-2024/archetypes/sorcerer-aberrant.xml b/core/players-handbook-2024/archetypes/sorcerer-aberrant.xml new file mode 100644 index 00000000..5497529e --- /dev/null +++ b/core/players-handbook-2024/archetypes/sorcerer-aberrant.xml @@ -0,0 +1,222 @@ + + + + Aberrant Sorcery + The Aberrant Sorcery subclass from the Player’s Handbook 2024. + Wizards of the Coast + + + + + + + Sorcerous Origin + +

Wield Unnatural Psionic Power

+

An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?

+

Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm’s warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole’s psionic power is yours. However you acquired this power, your mind is aflame with it.

+
+
+
+
+
+
+ + + + + + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_ABERRANT_PSIONIC_SPELLS + +

When you reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.

+
Psionic Spells
+ + + + + + + + +
Sorcerer LevelSpells
3rdArms of Hadar, Calm Emotions, Detect Thoughts, Dissonant Whispers, Mind Sliver
5thHunger of Hadar, Sending
7thEvard’s Black Tentacles, Summon Aberration
9thRary’s Telepathic Bond, Telekinesis
+
+ + + + + + + + + + + + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_ABERRANT_TELEPATHIC_SPEECH + +

You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.

+

The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature.

+
+ + Choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within {{telepathic speech:distance}} miles of each other. To understand each other, you each must speak mentally in a language the other knows. + The telepathic connection lasts for 1 minute. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature. + Choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within {{telepathic speech:distance}} miles of each other. To understand each other, you each must speak mentally in a language the other knows. + The telepathic connection lasts for {{level:sorcerer}} minutes. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature. + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_ABERRANT_PSIONIC_SORCERY + +

When you cast any level 1+ spell from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the spell’s level. If you cast the spell using Sorcery Points, it requires no Verbal or Somatic components, and it requires no Material components unless they are consumed by the spell or have a cost specified in it.

+
+ + When you cast any level 1+ spell from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the spell’s level. If you cast the spell using Sorcery Points, it requires no Verbal or Somatic components, and it requires no Material components unless they are consumed by the spell or have a cost specified in it. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_ABERRANT_PSYCHIC_DEFENSES + +

You have Resistance to Psychic damage, and you have Advantage on saving throws to avoid or end the Charmed or Frightened condition.

+
+ + You have Resistance to Psychic damage, and you have Advantage on saving throws to avoid or end the Charmed or Frightened conditions. + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_ABERRANT_REVELATION_IN_FLESH + +

You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.

+
    +
  • Aquatic Adaptation. You gain a Swim Speed equal to twice your Speed, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia.
  • +
  • Glistening Flight. You gain a Fly Speed equal to your Speed, and you can hover. As you fly, your skin glistens with mucus or otherworldly light.
  • +
  • See the Invisible. You can see any Invisible creature within 60 feet of yourself that isn’t behind Total Cover. Your eyes also turn black or become writhing sensory tendrils.
  • +
  • Wormlike Movement. Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch, and you can spend 5 feet of movement to escape from nonmagical restraints or the Grappled condition.
  • +
+
+ + You can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends: + • You gain a {{revelation in flesh:swimming speed}}ft Swim Speed, and you can breathe underwater. + • You gain a {{speed}}ft Fly Speed, and you can hover. + • You can see any Invisible creature within 60 feet of yourself that isn’t behind Total Cover. + • You can move through any space as narrow as 1 inch, and you can spend 5 feet of movement to escape from nonmagical restraints or the Grappled condition. + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_ABERRANT_WARPING_IMPLOSION + +

You can unleash a space-warping anomaly. As a Magic action, you teleport to an unoccupied space you can see within 120 feet of yourself. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 Force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage only.

+

Once you use this feature, you can’t do so again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.

+
+ + You can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a DC{{sorcerer:spellcasting:dc}} Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn’t pulled. + You can spend 5 sorcery points to use this feature again. + +
+ + + + + + + + + + + + + + Mind Sliver + + + Arms of Hadar + + + Dissonant Whispers + + + Calm Emotions + + + Mind Sliver + + + Hunger of Hadar + + + Sending + + + Evards Black Tentacles + + + Summon Aberration + + + Summon Aberration + + + Telekinesis + + diff --git a/core/players-handbook-2024/archetypes/sorcerer-clockwork.xml b/core/players-handbook-2024/archetypes/sorcerer-clockwork.xml new file mode 100644 index 00000000..1e7bba23 --- /dev/null +++ b/core/players-handbook-2024/archetypes/sorcerer-clockwork.xml @@ -0,0 +1,195 @@ + + + + Clockwork Sorcery + The Clockwork Sorcery subclass from the Player’s Handbook 2024. + Wizards of the Coast + + + + + + + Sorcerous Origin + +

Channel Cosmic Forces of Order

+

The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it’s part of a vast and glorious system.

+
+
+
+
+
+ + + + + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_CLOCKWORK_CLOCKWORK_MAGIC + +

When you reach a Sorcerer level specified in the Clockwork Spells table, you thereafter always have the listed spells prepared.

+
Clockwork Spells
+ + + + + + + + +
Sorcerer LevelSpells
3rdAid, Alarm, Lesser Restoration, Protection from Evil and Good
5thDispel Magic, Protection from Energy
7thFreedom of Movement, Summon Construct
9thGreater Restoration, Wall of Force
+

In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your Sorcerer spells.

+
Manifestations of Order
+ + + + + + + + + + +
1d6Manifestation
1Spectral cogwheels hover behind you
2The hands of a clock spin in your eyes
3Your skin glows with a brassy sheen
4Floating equations and geometric objects overlay your body
5Your Spellcasting Focus temporarily takes the form of a Tiny clockwork mechanism
6The ticking of gears or ringing of a clock can be heard by you and those affected by your magic
+
+ + + + + + + + + + + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_CLOCKWORK_RESTORE_BALANCE + +

Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from being affected by Advantage and Disadvantage.

+

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

+
+ + When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can prevent the roll from being affected by Advantage and Disadvantage. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_CLOCKWORK_BASTION_OF_LAW + +

You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a Magic action, you can expend 1 to 5 Sorcery Points to create a magical ward around yourself or another creature you can see within 30 feet of yourself. The ward is represented by a number of d8s equal to the number of Sorcery Points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

+

The ward lasts until you finish a Long Rest or until you use this feature again.

+
+ + You can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_CLOCKWORK_TRANCE_OF_ORDER + +

You gain the ability to align your consciousness with the endless calculations of Mechanus. As a Bonus Action, you can enter this state for 1 minute. For the duration, attack rolls against you can’t benefit from Advantage, and whenever you make a D20 Test, you can treat a roll of 9 or lower on the d20 as a 10.

+

Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.

+
+ + You can enter this state for 1 minute. For the duration, attack rolls against you can’t benefit from Advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10. + You can spend 5 Sorcery Points to use this feature again. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_CLOCKWORK_CLOCKWORK_CAVALCADE + +

You momentarily summon spirits of order to expunge disorder around you. As a Magic action, you summon the spirits in a 30-foot Cube originating from you. The spirits look like modrons or other Constructs of your choice. The spirits are intangible and invulnerable, and they create the effects below within the Cube before vanishing. Once you use this action, you can’t use it again until you finish a Long Rest unless you spend 7 Sorcery Points (no action required) to restore your use of it.

+
    +
  • Heal. The spirits restore up to 100 Hit Points, divided as you choose among any number of creatures of your choice in the Cube.
  • +
  • Repair. Any damaged objects entirely in the Cube are repaired instantly.
  • +
  • Dispel. Every spell of level 6 and lower ends on creatures and objects of your choice in the Cube.
  • +
+
+ + You summon the spirits in a 30-foot cube originating from you. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing: + • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube. + • Any damaged objects entirely in the cube are repaired instantly. + • Every spell of level 6 and lower ends on creatures and objects of your choice in the cube. + You can spend 7 sorcery points to use this feature again. + +
+ + + + + + + + + + + + + + Aid + + + Aid + + + Aid + + + Lesser Restoration + + + Freedom of Movement + + + Greater Restoration + + + Summon Construct + + + Summon Construct + + + Summon Construct + + + Wall of Force + + + diff --git a/core/players-handbook-2024/archetypes/sorcerer-draconic.xml b/core/players-handbook-2024/archetypes/sorcerer-draconic.xml new file mode 100644 index 00000000..9f916bd3 --- /dev/null +++ b/core/players-handbook-2024/archetypes/sorcerer-draconic.xml @@ -0,0 +1,206 @@ + + + + Draconic Sorcery + The Draconic Sorcery subclass from the Player’s Handbook 2024. + Wizards of the Coast + + + + + + Sorcerous Origin + +

Breathe the Magic of Dragons

+

Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons’ power. Or perhaps you handled a treasure taken from a dragon’s hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.

+
+
+
+
+
+ + + Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. + + + + + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_DRACONIC_DRACONIC_RESILIENCE + Draconic Sorcery + +

The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.

+

Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

+
+ + When you aren’t wearing armor, your AC equals {{ac:draconic resilience}}. + + + + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_DRACONIC_DRACONIC_SPELLS + Draconic Sorcery + +

When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.

+
Draconic Spells
+ + + + + + + + +
Sorcerer LevelSpells
3rdAlter Self, Chromatic Orb, Command, Dragon’s Breath
5thFear, Fly
7thArcane Eye, Charm Monster
9thLegend Lore, Summon Dragon
+
+ + + + + + + + + + + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_DRACONIC_ELEMENTAL_AFFINITY + Draconic Sorcery + +

Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.

+

You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.

+
+ + + + + + + + + + + + + + + + + + + + + + + + + Strength 13 + [str:13] + + Martial Weapons, Shields + + + + + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_BARBARIAN_24_RAGE + +

You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor.

+

You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

+

While active, your Rage follows the rules below.

+

Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.

+

Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.

+

Strength Advantage. You have Advantage on Strength checks and Strength saving throws.

+

No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.

+

Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

+
    +
  • Make an attack roll against an enemy.
  • +
  • Force an enemy to make a saving throw.
  • +
  • Take a Bonus Action to extend your Rage.
  • +
+

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

+
+ + While Raging, you have the following benefits: + • Advantage on Strength checks and Strength Saves. + • A +{{barbarian rage:damage}} to damage rolls with strength melee weapon attacks. + • You have resistance to bludgeoning, piercing, and slashing damage. + You can regain one Rage usage when you finish a Short Rest. + + + + + + + + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_BARBARIAN_24_UNARMORED_DEFENSE + +

While you aren’t wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.

+
+ + While you aren’t wearing armor, your AC is {{ac:unarmored defense barbarian}}. You can use a Shield and still gain this benefit. + + + + + + + + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_BARBARIAN_24_WEAPON_MASTERY + +

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

+

When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.

+
+ + 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. + You can use the mastery properties of three 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. + You can use the mastery properties of four 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_BARBARIAN_24_PRIMAL_KNOWLEDGE + +

You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.

+

In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.

+
+ + Whenever you make an ability check using one of the following skills while your Rage is active, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. + + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_BARBARIAN_24_PRIMAL_CHAMPION + +

You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.

+
+ + You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25. + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + diff --git a/core/players-handbook-2024/classes/class-bard.xml b/core/players-handbook-2024/classes/class-bard.xml new file mode 100644 index 00000000..adc8d3dd --- /dev/null +++ b/core/players-handbook-2024/classes/class-bard.xml @@ -0,0 +1,391 @@ + + + + Bard + The Bard class from the Player’s Handbook 2024. + + Wizards of the Coast + + + + + + + +

Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every plane of existence. Bardic magic attempts to harness those words, which transcend any language.

+

Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things, including performing music, working magic, and making jests.

+

A Bard’s life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards’ depth of knowledge and mastery of magic sets them apart.

+ + + + + + + + + + + + + +
Core Bard Traits
Primary AbilityCharisma
Hit Point DieD8 per Bard level
Saving Throw ProficienciesDexterity and Charisma
Skill ProficienciesChoose any 3.
Tool ProficienciesChoose 3 Musical Instruments.
Weapon ProficienciesSimple weapons
Armor TrainingLight armor
Starting Equipment Choose A or B: (A) Leather Armor, 2 Dagger, Musical Instrument of your choice, Entertainer’s Pack, 19 GP; or (B) 90 GP
+

BECOMING A BARD ...

+

As A Level 1 Character

+
    +
  • Gain all the traits in the Core Bard Traits table.
  • +
  • Gain the Bard’s level 1 features which are listed in the Bard Features table.
  • +
+

As A Multiclass Character

+
    +
  • Gain the Hit Point Die trait from the Core Bard Traits table.
  • +
  • Gain the Bard’s level 1 features which are listed in the Bard Features table
  • +
  • Gain one skill proficiency, one musical instrument proficiency, and light armor training
  • +
+
BARD FEATURES
+ + + + + + + + + + + + + + + + + + + + + + + + +
LevelFeaturesBardic DieCantrips KnownPrepared Spells1st2nd3rd4th5th6th7th8th9th
1stBardic Inspiration, Spellcasting1d6242
2ndExpertise, Jack of All Trades1d6253
3rdBard Subclass1d62642
4thAbility Score Improvement1d63743
5thFont of Inspiration1d839432
6thSubclass Feature1d8310433
7thCountercharm1d83114331
8thAbility Score Improvement1d83124332
9thExpertise1d831443331
10thMagical Secrets1d1041543332
11th1d10416433321
12thAbility Score Improvement1d10416433321
13th1d104174333211
14thSubclass Feature1d104174333211
15th1d1241843332111
16thAbility Score Improvement1d1241843332111
17th1d12419433321111
18thSuperior Inspiration1d12420433331111
19thEpic Boon1d12421433332111
20thWords of Creation1d12422433332211
+

BARD CLASS FEATURES

+

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

+
+
+
+
+
+
+
+
+
+
+
+
+ + + An Inspiring Performer of Music, Dance, and Magic + + + An Inspiring Performer of Music, Dance, and Magic + d8 + + + + + + + + + + + + + + + + + + + + + + + + Charisma 13 + [cha:13] + + Light armor, one skill of your choice, one musical instrument of your choice + + + + + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_BARD_24_BARDIC_INSPIRATION + +

You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.

+

Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.

+

Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.

+

Number of Uses You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

+

At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.

+
+ + Inspire one creature other than yourself within 60 feet of you who can see or hear you. It gains one Bardic Inspiration die, a d{{bardic-inspiration:dice}}. + Once within the next hour when the creature fails a D20 Test, the creature can roll the die and add the number rolled to the d20, potentially turning the failure into a success. + + + + + + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_BARD_24_SPELLCASTING + +

You have learned to cast spells through your bardic arts. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class’s description.

+
CANTRIPS
+

You know two Bard cantrips of your choice. Dancing Lights and Vicious Mockery are recommended. Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.

+

When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.

+
SPELL SLOTS
+

The Bard 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 four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.

+

The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

+

If another Bard 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 Bard spells for you.

+
CHANGING YOUR PREPARED SPELLS
+

Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.

+
SPELLCASTING ABILITY
+

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

+
+

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

+

Spell attack modifier = your proficiency bonus + your Charisma modifier

+
+
SPELLCASTING FOCUS
+

You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.

+
+ + You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. + + + Bard + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_BARD_24_EXPERTISE + +

You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.

+

At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.

+
+ + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_BARD_24_JACK_OF_ALL_TRADES + +

You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn’t otherwise use your Proficiency Bonus.

+

For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.

+
+ + You can add half your proficiency bonus ({{proficiency:half}}), rounded down, to any ability check you make that doesn’t already include your proficiency bonus. + + + + + + + + + + + + + + + + + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_BARD_24_BARD_COLLEGE + +

You gain a Bard subclass of your choice. The College of Dance, College of Glamour, College of Lore, and College of Valor subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass’s features that are of your Bard level or lower.

+
+ + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_BARD_24_WORDS_OF_CREATION + +

You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.

+
+ + You always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target. + + + + + + + +
+ + + + + + + + + + + + + + + + diff --git a/core/players-handbook-2024/classes/class-druid.xml b/core/players-handbook-2024/classes/class-druid.xml new file mode 100644 index 00000000..d80ec5e8 --- /dev/null +++ b/core/players-handbook-2024/classes/class-druid.xml @@ -0,0 +1,465 @@ + + + + Druid + The Druid class from the Player’s Handbook 2024. + + Wizards of the Coast + + + + + + + +

Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.

+

Revering nature above all, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles.

+

Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.

+ + + + + + + + + + + + +
Core Druid Traits
Primary AbilityWisdom
Hit Point DieD8 per Druid level
Saving Throw ProficienciesIntelligence and Wisdom
Skill ProficienciesChoose 2: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon ProficienciesSimple weapons
Tool ProficienciesHerbalism Kit
Armor TrainingLight armor and Shields
Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism kit, 9 GP; or (B) 50 GP
+

BECOMING A DRUID ...

+

As A Level 1 Character

+
    +
  • Gain all the traits in the Core Druid Traits table.
  • +
  • Gain the Druid’s level 1 features which are listed in the Druid Features table.
  • +
+

As A Multiclass Character

+
    +
  • Gain the Hit Point Die trait from the Core Druid Traits table.
  • +
  • Gain the Druid’s level 1 features which are listed in the Druid Features table
  • +
  • Gain training with Light armor and Shields
  • +
+
DRUID FEATURES
+ + + + + + + + + + + + + + + + + + + + + + + + +
LevelFeaturesWild ShapesCantripsPrepared Spells1st2nd3rd4th5th6th7th8th9th
1stDruidic, Primal Order, Spellcasting242
2ndWild Companion, Wild Shape2253
3rdDruid Subclass22642
4thAbility Score Improvement23743
5thWild Resurgence239432
6thSubclass Feature3310433
7thElemental Fury33114331
8thAbility Score Improvement33124332
9th331443331
10thSubclass Feature341543332
11th3416433321
12thAbility Score Improvement3416433321
13th34174333211
14thSubclass Feature34174333211
15thImproved Elemental Fury341843332111
16thAbility Score Improvement341843332111
17th4419433321111
18thBeast Spells4420433331111
19thEpic Boon4421433332111
20thArchdruid4422433332211
+

DRUID CLASS FEATURES

+

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

+
+
+
+
+
+
+
+
+
+
+
+
+
+ + + A Nature Priest of Primal Power + + + A Nature Priest of Primal Power + d8 + + + + + + + + + + + + + + + Primal Order + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_PRIMAL_ORDER_MAGICIAN + +

You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).

+
+ + Your mystical connection to nature gives you a +{{primal order:magician bonus}} to your Intelligence (Arcana or Nature) checks. (already included in your skill modifiers) + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_WILD_COMPANION + +

You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.

+

When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.

+
+ +
+
+ + + you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components. This familiar is Fey and disappears when you finish a Long Rest. + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_WILD_SHAPE + +

The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see "Known Forms" below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

+

Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

+

You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.

+

Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see appendix B for stat block options). The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

+

When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.

+

When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.

+

Beast Shapes

+ + + + + + + +
Druid LevelKnown FormsMax CRFly Speed
2 41/4No
4 61/2No
8 81Yes
+

Rules While Transformed. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

+
    +
  • Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
  • +
  • Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.
  • +
  • No Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.
  • +
  • Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you’re in that form.
  • +
+
+ + You can magically assume the shape of one of your Known Forms of CR {{druid wild shape:cr}} or below, gaining {{druid wild shape:thp}} Temporary Hit Points. You can stay in that form for {{druid wild shape:hours}} hours or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action. + You regain one expended use when you finish a Short Rest. + + + + + + + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_DRUID_CIRCLE + +

You gain a Druid subclass of your choice. The Circle of the Land, Circle of the Moon, Circle of the Sea, and Circle of the Stars subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass’s features that are of your Druid level or lower.

+
+ + + + + + +
+ + Elemental Fury + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_ELEMENTAL_FURY_POTENT_SPELLCASTING + +

Add your Wisdom modifier to the damage you deal with any Druid cantrip.

+
+ + Your Druid cantrips deal an additional {{wisdom:modifier}} damage. + Your Druid cantrips deal an additional {{wisdom:modifier}} damage, and have a range of 300 ft. + +
+ + Elemental Fury + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_ELEMENTAL_FURY_PRIMAL_STRIKE + +

Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).

+
+ + When you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit). + When you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 2d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit). + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_IMPROVED_ELEMENTAL_FURY + +

The option you chose for Elemental Fury grows more powerful, as detailed below.

+

Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet.

+

Primal Strike. The extra damage of your Primal Strike increases to 2d8.

+
+ +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_BEAST_SPELLS + +

While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.

+
+ + While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component. + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_DRUID_24_EPIC_BOON + +

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

+
+ + + + + + + + + + + + + + + + + + + + + + + + + Dexterity 13 + [dex:13] + + Light armor, one skill from the class’s skill list, thieves’ tools + + + + + + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_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 Daggers and Shortbows.

+

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 Shortswords.

+
+ + 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_ROGUE_24_STEADY_AIM + +

As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

+
+ + You can give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn. + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_ABILITY_SCORE_IMPROVEMENT + + +

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.

+
+ + + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_ROGUE_24_STROKE_OF_LUCK + +

You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.

+

Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

+
+ + If you fail a D20 Test, you can turn the roll into a 20. + +
+ + + + + + + + + + + + + + + + + + + + + + + diff --git a/core/players-handbook-2024/classes/class-sorcerer.xml b/core/players-handbook-2024/classes/class-sorcerer.xml new file mode 100644 index 00000000..2151302f --- /dev/null +++ b/core/players-handbook-2024/classes/class-sorcerer.xml @@ -0,0 +1,467 @@ + + + + Sorcerer + The Sorcerer class from the Player’s Handbook 2024. + + Wizards of the Coast + + + + + + + +

Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby’s birth or the strike of lightning from a clear sky might spark a Sorcerer’s gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.

+

Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source.

+

Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn’t like to stay quiet. A Sorcerer’s magic wants to be wielded.

+ + + + + + + + + + + + +
Core Sorcerer Traits
Primary AbilityCharisma
Hit Point DieD6 per Sorcerer level
Saving Throw ProficienciesConstitution and Charisma
Skill ProficienciesChoose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon ProficienciesSimple weapons
Armor TrainingNone
Starting Equipment Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (Crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP
+

BECOMING A SORCERER ...

+

As A Level 1 Character

+
    +
  • Gain all the traits in the Core Sorcerer Traits table.
  • +
  • Gain the Sorcerer’s level 1 features which are listed in the Sorcerer Features table.
  • +
+

As A Multiclass Character

+
    +
  • Gain the Hit Point Die trait from the Core Sorcerer Traits table.
  • +
  • Gain the Sorcerer’s level 1 features which are listed in the Sorcerer Features table
  • +
+
SORCERER FEATURES
+ + + + + + + + + + + + + + + + + + + + + + + + +
LevelFeaturesSorcery PointsCantrips KnownPrepared Spells1st2nd3rd4th5th6th7th8th9th
1stSpellcasting, Innate Sorcery-422
2ndFont of Magic, Metamagic, Metamagic Options2443
3rdSorcerer Subclass34642
4thAbility Score Improvement45743
5thSorcerous Restoration559432
6thSubclass Feature6510433
7thSorcery Incarnate75114331
8thAbility Score Improvement85124332
9th951443331
10thMetamagic1061543332
11th11616433321
12thAbility Score Improvement12616433321
13th136174333211
14thSubclass Feature146174333211
15th1561843332111
16thAbility Score Improvement1661843332111
17thMetamagic17619433321111
18thSubclass Feature18620433331111
19thEpic Boon19621433332111
20thArcane Apotheosis20622433332211
+

SORCERER CLASS FEATURES

+

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

+
+
+
+
+
+
+
+
+
+
+ + + A Dazzling Mage Filled with Innate Magic + + + A Dazzling Mage Filled with Innate Magic + d6 + + + + + + + + + + + + + + + + + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_SORCEROUS_ORIGIN + +

You gain a Sorcerer subclass of your choice. The Aberrant Sorcery, Clockwork Sorcery, Draconic Sorcery, and Wild Magic Sorcery subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass’s features that are of your Sorcerer level or lower.

+
+ + + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_ARCANE_APOTHEOSIS + +

While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.

+
+ + While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it. + +
+ + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_METAMAGIC_CAREFUL_SPELL + Metamagic + +

Cost: 1 Sorcery Point

+

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.

+
+ + When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, spend 1 Sorcery Point and choose up to {{metamagic careful spell:creatures}} of those creatures. A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save. + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_METAMAGIC_DISTANT_SPELL + Metamagic + +

Cost: 1 Sorcery Point

+

When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.

+
+ + When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_METAMAGIC_EMPOWERED_SPELL + Metamagic + +

Cost: 1 Sorcery Point

+

When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.

+

You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.

+
+ + When you roll damage for a spell, you can spend 1 Sorcery Point to reroll up to {{metamagic empowered spell:rerolls}} damage dice. You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. + + + + + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_METAMAGIC_EXTENDED_SPELL + Metamagic + +

Cost: 1 Sorcery Point

+

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.

+

If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.

+
+ + When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. You also have Advantage on any saving throw you make to maintain Concentration on that spell. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_METAMAGIC_HEIGHTENED_SPELL + Metamagic + +

Cost: 2 Sorcery Points

+

When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.

+
+ + When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_METAMAGIC_QUICKENED_SPELL + Metamagic + +

Cost: 2 Sorcery Points

+

When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.

+
+ + When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_METAMAGIC_SEEKING_SPELL + Metamagic + +

Cost: 1 Sorcery Point

+

If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.

+

You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.

+
+ + If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_METAMAGIC_SUBTLE_SPELL + Metamagic + +

Cost: 1 Sorcery Point

+

When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.

+
+ + When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_METAMAGIC_TRANSMUTED_SPELL + Metamagic + +

Cost: 1 Sorcery Point

+

When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.

+
+ + When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder. + +
+ + !ID_INTERNAL_FEATURE_REPLACEMENT_SORCERER_24_METAMAGIC_TWINNED_SPELL + Metamagic + +

Cost: 1 Sorcery Point

+

When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.

+
+ + When you cast a spell that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1. + +
+ + + + + + + + + + + + + + + + + + + + + + + diff --git a/core/players-handbook-2024/classes/class-warlock.xml b/core/players-handbook-2024/classes/class-warlock.xml new file mode 100644 index 00000000..99b16c6e --- /dev/null +++ b/core/players-handbook-2024/classes/class-warlock.xml @@ -0,0 +1,335 @@ + + + + Warlock + The Warlock class from the Player’s Handbook 2024. + + Wizards of the Coast + + + + + + + +

Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.

+

Warlocks view their patrons as resources, as means to the end of achieving magical power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.

+

Once a pact is made, a Warlock’s thirst for knowledge and power can’t be slaked with mere study. Most Warlocks spend their days pursuing greater power and deeper knowledge, which typically means some kind of adventure.

+ + + + + + + + + + + +
Core Warlock Traits
Primary AbilityCharisma
Hit Point DieD8 per Warlock level
Saving Throw ProficienciesWisdom and Charisma
Skill ProficienciesChoose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon ProficienciesSimple weapons
Armor TrainingLight armor
Starting Equipment Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP
+

BECOMING A WARLOCK ...

+

As A Level 1 Character

+
    +
  • Gain all the traits in the Core Warlock Traits table.
  • +
  • Gain the Warlock’s level 1 features which are listed in the Warlock Features table.
  • +
+

As A Multiclass Character

+
    +
  • Gain the Hit Point Die trait from the Core Warlock Traits table.
  • +
  • Gain the Warlock’s level 1 features which are listed in the Warlock Features table
  • +
  • Gain training with Light armor
  • +
+
WARLOCK FEATURES
+ + + + + + + + + + + + + + + + + + + + + + + + +
LevelFeaturesInvocationsCantripsPrepared SpellsSpell SlotsSlot Level
1stEldritch Invocations, Pact Magic12211st
2ndMagical Cunning32321st
3rdWarlock Subclass32422nd
4thAbility Score Improvement33522nd
5th53623rd
6thSubclass Feature53723rd
7th63824th
8thAbility Score Improvement63924th
9thContact Patron731025th
10thSubclass Feature741025th
11thMystic Arcanum (6th level)741135th
12thAbility Score Improvement841135th
13thMystic Arcanum (7th level)841235th
14thSubclass Feature841235th
15thMystic Arcanum (8th level)941335th
16thAbility Score Improvement941335th
17thMystic Arcanum (9th level)941445th
18th1041445th
19thEpic Boon1041545th
20thEldritch Master8101545th
+

WARLOCK CLASS FEATURES

+

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

+
+
+
+
+
+
+
+
+
+ + + An Occultist Empowered by Otherworldly Pacts + + + An Occultist Empowered by Otherworldly Pacts + d8 + + + + + + + + + + + + + + + + + + + + + + + + + + + !ID_INTERNAL_FEATURE_REPLACEMENT_WARLOCK_24_MAGICAL_CUNNING + +

You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.

+
+ + You can perform an esoteric rite and regain {{warlock:spellcasting:slots:count:half}} Pact Magic spell slot. + You can perform an esoteric rite and regain {{warlock:spellcasting:slots:count:half}} Pact Magic spell slots. + You can perform an esoteric rite and regain all {{warlock:spellcasting:slots:count}} Pact Magic spell slots. + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_WARLOCK_24_OTHERWORLDLY_PATRON + +

You gain a Warlock subclass of your choice. The Archfey Patron, Celestial Patron, Fiend Patron, and Great Old One Patron subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass’s features that are of your Warlock level or lower.

+
+ + + + + + + + + +
+ + + !ID_INTERNAL_FEATURE_REPLACEMENT_WARLOCK_24_ELDRITCH_MASTER + +

When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.

+
+ + When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots. + +
+ + + + + + + + + + + + diff --git a/core/players-handbook-2024/classes/eldritch-invocations.xml b/core/players-handbook-2024/classes/eldritch-invocations.xml new file mode 100644 index 00000000..3526c0b4 --- /dev/null +++ b/core/players-handbook-2024/classes/eldritch-invocations.xml @@ -0,0 +1,1221 @@ + + + + Eldritch Invocations + Eldritch Invocations for the Warlock Class from the Player’s Handbook 2024. + + Wizards of the Coast + + + + + + + + Eldritch Invocation + Level 2+ Warlock, a Warlock Cantrip That Deals Damage + [level:warlock:2] + +

Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage

+

Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.

+

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

+
+ + You can add your Charisma modifier to your chosen spell’s damage rolls. + + + + + +
+ + + Eldritch Invocation + Level 2+ Warlock, a Warlock Cantrip That Deals Damage + [level:warlock:2],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_AGONIZING_BLAST_2 + +

Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage

+

Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.

+

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

+
+ + You can add your Charisma modifier to your chosen spell’s damage rolls. + + + + + +
+ + + Eldritch Invocation + Level 2+ Warlock, a Warlock Cantrip That Deals Damage + [level:warlock:2],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_AGONIZING_BLAST_4 + +

Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage

+

Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.

+

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

+
+ + You can add your Charisma modifier to your chosen spell’s damage rolls. + + + + + +
+ + + Eldritch Invocation + Level 2+ Warlock, a Warlock Cantrip That Deals Damage + [level:warlock:2],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_ELDRITCH_SPEAR + +

Level 2+ Warlock, a Warlock Cantrip That Deals Damage

+

Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.

+

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

+
+ + Your chosen spell’s range is increased by {{eldritch spear:range}} feet. + + + + +
+ + + Eldritch Invocation + Level 2+ Warlock, a Warlock Cantrip That Deals Damage + [level:warlock:2],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_ELDRITCH_SPEAR_3 + +

Level 2+ Warlock, a Warlock Cantrip That Deals Damage

+

Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.

+

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

+
+ + Your chosen spell’s range is increased by {{eldritch spear:range}} feet. + + + + +
+ + + Eldritch Invocation + Level 2+ Warlock + [level:warlock:2] + +

Prerequisite: Level 2+ Warlock

+

You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don’t roll the die for the Temporary Hit Points; you automatically get the highest number on the die.

+
+ +
+
+ + + You can cast False Life on yourself without expending a spell slot, and you always gain the maximum amount of Temporary Hit Points possible. + + + + + + + + Eldritch Invocation + Level 5+ Warlock + [level:warlock:5] + +

Prerequisite: Level 5+ Warlock

+

You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don’t maintain it in this way.

+

While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other.

+
+ + You can touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don’t maintain it in this way. + While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other. + +
+ + Eldritch Invocation + Level 5+ Warlock + [level:warlock:5] + +

Prerequisite: Level 5+ Warlock

+

You can breathe underwater, and you gain a Swim Speed equal to your Speed.

+

You can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.

+
+ + You can cast Water Breathing once without expending a spell slot. + + + + + +
+ + Eldritch Invocation, Pact of the Tome + Level 9+ Warlock, Pact of the Tome + [level:warlock:9],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_TOME + +

Prerequisite: Level 9+ Warlock, Pact of the Tome

+

A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).

+

When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.

+

As a Magic action, you can erase a name on the page by touching it.

+
+ + With your permission, up to {{gift of the protectors:count}} creatures can use its action to scribe their name into your Book of Shadows. When any of these creatures is reduced to 0 Hit Points but not killed outright, the creature instead drops to 1 Hit Point. + + + + + +
+ + Eldritch Invocation, Pact of the Chain + Level 5+ Warlock, Pact of the Chain + [level:warlock:5],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_CHAIN + +

Prerequisite: Level 5+ Warlock, Pact of the Chain

+

When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.

+

Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.

+

Quick Attack. As a Bonus Action, you can command the familiar to take the Attack action.

+

Necrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.

+

Your Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC.

+

Resistance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.

+
+ + Your familiar gains the following benefits: + • It gains a Fly or Swim Speed of 40 feet. + • As a Bonus Action, you can command your familiar to take the Attack action. + • Your familiar can deal Necrotic or Radiant damage instead of its normal damage type. + • If your familiar forces a creature to make a saving throw, the DC is {{warlock:spellcasting:dc}}. + • When your familiar takes damage, you can take a Reaction to grant it Resistance against the damage. + +
+ + + Eldritch Invocation + Level 2+ Warlock + [level:warlock:2] + +

Prerequisite: Level 2+ Warlock

+

You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.

+

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.

+
+ + You gain one Origin feat of your choice. + + + + +
+ + + Eldritch Invocation + Level 2+ Warlock + [level:warlock:2],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_LESSONS_OF_THE_FIRST_ONES_2 + +

Prerequisite: Level 2+ Warlock

+

You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.

+

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.

+
+ + You gain one Origin feat of your choice. + + + + +
+ + + Eldritch Invocation + Level 2+ Warlock + [level:warlock:2],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_LESSONS_OF_THE_FIRST_ONES_4 + +

Prerequisite: Level 2+ Warlock

+

You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.

+

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.

+
+ + You gain one Origin feat of your choice. + + + + +
+ + + Eldritch Invocation + Level 2+ Warlock + [level:warlock:2],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_LESSONS_OF_THE_FIRST_ONES_6 + +

Prerequisite: Level 2+ Warlock

+

You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.

+

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.

+
+ + You gain one Origin feat of your choice. + + + + +
+ + + Eldritch Invocation + Level 2+ Warlock + [level:warlock:2],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_LESSONS_OF_THE_FIRST_ONES_8 + +

Prerequisite: Level 2+ Warlock

+

You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.

+

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.

+
+ + You gain one Origin feat of your choice. + + + + +
+ + + Eldritch Invocation, Pact of the Blade + Level 9+ Warlock, Pact of the Blade + [level:warlock:9],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_BLADE + +

Prerequisites: Level 9+ Warlock, Pact of the Blade

+

Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).

+
+ + When you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain 1{{warlock:hd}}+{{constitution:modifier}} Hit Points. + +
+ + Eldritch Invocation + Level 2+ Warlock + [level:warlock:2] + +

Prerequisites: Level 2+ Warlock

+

You can cast Disguise Self without expending a spell slot.

+
+ +
+
+ + + You can cast Disguise Self without expending a spell slot. + + + + + + + + Eldritch Invocation + Level 5+ Warlock + [level:warlock:5] + +

Prerequisites: Level 5+ Warlock

+

You can cast Alter Self without expending a spell slot.

+
+ +
+
+ + + You can cast Alter Self without expending a spell slot. + + + + + + + + Eldritch Invocation + Level 2+ Warlock + [level:warlock:2] + +

Prerequisites: Level 2+ Warlock

+

You can cast Silent Image without expending a spell slot.

+
+ +
+
+ + + You can cast Silent Image without expending a spell slot. + + + + + + + + Eldritch Invocation + Level 5+ Warlock + [level:warlock:5] + +

Prerequisites: Level 5+ Warlock

+

While you’re in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.

+
+ +
+
+ + + While you’re in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot. + + + + + + + + Eldritch Invocation + Level 2+ Warlock + [level:warlock:2] + +

Prerequisites: Level 2+ Warlock

+

You can cast Jump on yourself without expending a spell slot.

+
+ +
+
+ + + You can cast Jump on yourself without expending a spell slot. + + + + + + + + + Eldritch Invocation, Pact of the Blade + +

As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.

+

Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.

+

Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.

+
+ + You can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus. + Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type. + Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends. + +
+ + Eldritch Invocation, Pact of the Chain + +

You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.

+

When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake (see appendix B for the familiar’s stat block).

+

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.

+
+ +
+
+ + + You can cast the Find Familiar spell as a Magic Action without expending a spell slot. + When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction. + + + + + + + + + + Eldritch Invocation + Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll + [level:warlock:2],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_REPELLING_BLAST + +

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

+

Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.

+

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

+
+ + When you hit a Large or smaller creature with your chosen cantrip, you can push the creature up to 10 feet straight away from you. + + + + +
+ + Eldritch Invocation + Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll + [level:warlock:2],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_REPELLING_BLAST_3 + +

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

+

Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.

+

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

+
+ + When you hit a Large or smaller creature with your chosen cantrip, you can push the creature up to 10 feet straight away from you. + + + + +
+ + + Eldritch Invocation, Pact of the Blade + Level 5+ Warlock, Pact of the Blade + [level:warlock:5],ID_WOTC_PHB24_CLASS_FEATURE_ELDRITCH_INVOCATION_PACT_OF_THE_BLADE + +

Prerequisites: Level 5+ Warlock, Pact of the Blade

+

You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.

+
+ + You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn. + +
+ + Eldritch Invocation + Level 9+ Warlock + [level:warlock:9] + +

Prerequisite: Level 9+ Warlock

+

You can cast Arcane Eye without expending a spell slot.

+
+ +
+
+ + + You can cast Arcane Eye without expending a spell slot. + + + + + + + + Eldritch Invocation + Level 7+ Warlock + [level:warlock:7] + +

Prerequisite: Level 7+ Warlock

+

You can cast Speak with Dead without expending a spell slot.

+
+ +
+
+ + + You can cast Speak with Dead without expending a spell slot. + + + + + + + + Eldritch Invocation + Level 15+ Warlock + [level:warlock:15] + +

Prerequisite: Level 15+ Warlock

+

You have Truesight with a range of 30 feet.

+
+ + You have Truesight with a range of 30 feet. + +
+ + + + + Agonizing Blast Cantrip + ID_WOTC_TCOE_SPELL_BOOMING_BLADE + +

When you cast Booming Blade, add your Charisma modifier to its damage roll.

+
+ + When you cast Booming Blade, add {{agonizing blast:damage}} to its damage roll. + +
+ + + Agonizing Blast Cantrip + (ID_PHB_SPELL_CHILL_TOUCH||ID_WOTC_PHB24_SPELL_CHILL_TOUCH) + +

When you cast Chill Touch, add your Charisma modifier to its damage roll.

+
+ + When you cast Chill Touch, add {{agonizing blast:damage}} to its damage roll. + +
+ + + Agonizing Blast Cantrip + ID_WOTC_XGTE_SPELL_CREATE_BONFIRE + +

When you cast Create Bonfire, add your Charisma modifier to its damage roll.

+
+ + When you cast Create Bonfire, add {{agonizing blast:damage}} to its damage roll. + +
+ + + Agonizing Blast Cantrip + (ID_PHB_SPELL_ELDRITCH_BLAST||ID_WOTC_PHB24_SPELL_ELDRITCH_BLAST) + +

When you cast Eldritch Blast, add your Charisma modifier to its damage rolls.

+
+ + When you cast Eldritch Blast, add {{agonizing blast:damage}} to its damage rolls. + +
+ + + Agonizing Blast Cantrip + ID_WOTC_XGTE_SPELL_FROSTBITE + +

When you cast Frostbite, add your Charisma modifier to its damage roll.

+
+ + When you cast Frostbite, add {{agonizing blast:damage}} to its damage roll. + +
+ + + Agonizing Blast Cantrip + ID_WOTC_TCOE_SPELL_GREEN_FLAME_BLADE + +

When you cast Green-Flame Blade, add your Charisma modifier to its damage roll.

+
+ + When you cast Green-Flame Blade, add {{agonizing blast:damage}} to its damage roll. + +
+ + + Agonizing Blast Cantrip + ID_WOTC_XGTE_SPELL_INFESTATION + +

When you cast Infestation, add your Charisma modifier to its damage roll.

+
+ + When you cast Infestation, add {{agonizing blast:damage}} to its damage roll. + +
+ + + Agonizing Blast Cantrip + ID_WOTC_TCOE_SPELL_LIGHTNING_LURE + +

When you cast Lightning Lure, add your Charisma modifier to its damage roll.

+
+ + When you cast Lightning Lure, add {{agonizing blast:damage}} to its damage roll. + +
+ + + Agonizing Blast Cantrip + ID_WOTC_XGTE_SPELL_MAGIC_STONE + +

When you cast Magic Stone, add your Charisma modifier to its damage roll.

+
+ + When you cast Magic Stone, add {{agonizing blast:damage}} to its damage roll. + +
+ + + Agonizing Blast Cantrip + (ID_WOTC_TCOE_SPELL_MIND_SLIVER||ID_WOTC_PHB24_SPELL_MIND_SLIVER) + +

When you cast Mind Sliver, add your Charisma modifier to its damage roll.

+
+ + When you cast Mind Sliver, add {{agonizing blast:damage}} to its damage roll. + +
+ + + Agonizing Blast Cantrip + (ID_PHB_SPELL_POISON_SPRAY||ID_WOTC_PHB24_SPELL_POISON_SPRAY) + +

When you cast Poison Spray add your Charisma modifier to its damage roll.

+
+ + When you cast Poison Spray, add {{agonizing blast:damage}} to its damage roll. + +
+ + + Agonizing Blast Cantrip + ID_WOTC_TCOE_SPELL_SWORD_BURST + +

When you cast Sword Burst, add your Charisma modifier to its damage roll.

+
+ + When you cast Sword Burst, add {{agonizing blast:damage}} to its damage roll. + +
+ + Agonizing Blast Cantrip + (ID_WOTC_XGTE_SPELL_THUNDERCLAP||ID_WOTC_PHB24_SPELL_THUNDERCLAP) + +

When you cast Thunderclap, add your Charisma modifier to its damage roll.

+
+ + When you cast Thunderclap, add {{agonizing blast:damage}} to its damage roll. + +
+ + + Agonizing Blast Cantrip + (ID_WOTC_XGTE_SPELL_TOLL_THE_DEAD||ID_WOTC_PHB24_SPELL_TOLL_THE_DEAD) + +

When you cast Toll the Dead, add your Charisma modifier to its damage roll.

+
+ + When you cast Toll the Dead, add {{agonizing blast:damage}} to its damage roll. + +
+ + + Agonizing Blast Cantrip + ID_WOTC_PHB24_SPELL_TRUE_STRIKE + +

When you cast True Strike, add your Charisma modifier to its damage roll.

+
+ + When you cast True Strike, add {{agonizing blast:damage}} to its damage roll. + +
+ + + + + Eldritch Spear Cantrip + (ID_PHB_SPELL_CHILL_TOUCH||ID_WOTC_PHB24_SPELL_CHILL_TOUCH) + +

When you cast Chill Touch, its range increases by a number of feet equal to 30 times your Warlock level.

+
+ + When you cast Chill Touch, its range increases by {{eldritch spear:range}} feet. + +
+ + + Eldritch Spear Cantrip + ID_WOTC_XGTE_SPELL_CREATE_BONFIRE + +

When you cast Create Bonfire, its range increases by a number of feet equal to 30 times your Warlock level.

+
+ + When you cast Create Bonfire, its range increases by {{eldritch spear:range}} feet. + +
+ + + Eldritch Spear Cantrip + (ID_PHB_SPELL_ELDRITCH_BLAST||ID_WOTC_PHB24_SPELL_ELDRITCH_BLAST) + +

When you cast Eldritch Blast, its range increases by a number of feet equal to 30 times your Warlock level.

+
+ + When you cast Eldritch Blast, its range increases by {{eldritch spear:range}} feet. + +
+ + + Eldritch Spear Cantrip + ID_WOTC_XGTE_SPELL_FROSTBITE + +

When you cast Frostbite, its range increases by a number of feet equal to 30 times your Warlock level.

+
+ + When you cast Frostbite, its range increases by {{eldritch spear:range}} feet. + +
+ + + Eldritch Spear Cantrip + ID_WOTC_XGTE_SPELL_INFESTATION + +

When you cast Infestation, its range increases by a number of feet equal to 30 times your Warlock level.

+
+ + When you cast Infestation, its range increases by {{eldritch spear:range}} feet. + +
+ + + Eldritch Spear Cantrip + ID_WOTC_TCOE_SPELL_LIGHTNING_LURE + +

When you cast Lightning Lure, its range increases by a number of feet equal to 30 times your Warlock level.

+
+ + When you cast Lightning Lure, its range increases by {{eldritch spear:range}} feet. + +
+ + + Eldritch Spear Cantrip + ID_WOTC_XGTE_SPELL_MAGIC_STONE + +

When you cast Magic Stone, its range increases by a number of feet equal to 30 times your Warlock level.

+
+ + When you cast Magic Stone, its range increases by {{eldritch spear:range}} feet. + +
+ + + Eldritch Spear Cantrip + (ID_WOTC_TCOE_SPELL_MIND_SLIVER||ID_WOTC_PHB24_SPELL_MIND_SLIVER) + +

When you cast Mind Sliver, its range increases by a number of feet equal to 30 times your Warlock level.

+
+ + When you cast Mind Sliver, its range increases by {{eldritch spear:range}} feet. + +
+ + + Eldritch Spear Cantrip + (ID_PHB_SPELL_POISON_SPRAY||ID_WOTC_PHB24_SPELL_POISON_SPRAY) + +

When you cast Poison Spray its range increases by a number of feet equal to 30 times your Warlock level.

+
+ + When you cast Poison Spray, its range increases by {{eldritch spear:range}} feet. + +
+ + + Eldritch Spear Cantrip + (ID_WOTC_XGTE_SPELL_TOLL_THE_DEAD||ID_WOTC_PHB24_SPELL_TOLL_THE_DEAD) + +

When you cast Toll the Dead, its range increases by a number of feet equal to 30 times your Warlock level.

+
+ + When you cast Toll the Dead, its range increases by {{eldritch spear:range}} feet. + +
+ + + + + Repelling Blast Cantrip + ID_WOTC_TCOE_SPELL_BOOMING_BLADE + +

When you hit a Large or smaller creature with Booming Blade, you can push that creature up to 10 feet straight away from you.

+
+ + When you hit a Large or smaller creature with Booming Blade, you can push that creature up to 10 feet straight away from you. + +
+ + + Repelling Blast Cantrip + (ID_PHB_SPELL_CHILL_TOUCH||ID_WOTC_PHB24_SPELL_CHILL_TOUCH) + +

When you hit a Large or smaller creature with Chill Touch, you can push that creature up to 10 feet straight away from you.

+
+ + When you hit a Large or smaller creature with Chill Touch, you can push that creature up to 10 feet straight away from you. + +
+ + + Repelling Blast Cantrip + (ID_PHB_SPELL_ELDRITCH_BLAST||ID_WOTC_PHB24_SPELL_ELDRITCH_BLAST) + +

When you hit a Large or smaller creature with Eldritch Blast, add your Charisma modifier to its damage rolls.

+
+ + When you hit a Large or smaller creature with Eldritch Blast, you can push that creature up to 10 feet straight away from you. + +
+ + + Repelling Blast Cantrip + ID_WOTC_TCOE_SPELL_GREEN_FLAME_BLADE + +

When you hit a Large or smaller creature with Green-Flame Blade, you can push that creature up to 10 feet straight away from you.

+
+ + When you hit a Large or smaller creature with Green-Flame Blade, you can push that creature up to 10 feet straight away from you. + +
+ + + Repelling Blast Cantrip + ID_WOTC_XGTE_SPELL_MAGIC_STONE + +

When you hit a Large or smaller creature with Magic Stone, you can push that creature up to 10 feet straight away from you.

+
+ + When you hit a Large or smaller creature with Magic Stone, you can push that creature up to 10 feet straight away from you. + +
+ + + Repelling Blast Cantrip + ID_WOTC_PHB24_SPELL_POISON_SPRAY + +

When you hit a Large or smaller creature with Poison Spray you can push that creature up to 10 feet straight away from you.

+
+ + When you hit a Large or smaller creature with Poison Spray, you can push that creature up to 10 feet straight away from you. + +
+ + + Repelling Blast Cantrip + ID_WOTC_PHB24_SPELL_TRUE_STRIKE + +

When you hit a Large or smaller creature with True Strike, you can push that creature up to 10 feet straight away from you.

+
+ + When you hit a Large or smaller creature with True Strike, you can push that creature up to 10 feet straight away from you. + +
+ + diff --git a/core/players-handbook-2024/companions.xml b/core/players-handbook-2024/companions.xml new file mode 100644 index 00000000..b648392a --- /dev/null +++ b/core/players-handbook-2024/companions.xml @@ -0,0 +1,2670 @@ + + + + Companions + Companions from the Player’s Handbook 2024. + + Wizards of the Coast + + + + + + + + + + 10 + 11 + 16 + 2 + 12 + 5 + 11 + 5 (1d4+3) + 20 ft., Burrow 5 ft. + Perception +3 + Darkvision 30 ft., Passive Perception 13 + + Beast + Tiny + unaligned + 0 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_BADGER_BITE + + + + + + + + + + + + +

Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.

+
+ + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 Piercing damage. + +
+ + + Familiar + + + 2 + 15 + 8 + 2 + 12 + 4 + 12 + 1 (1d4-1) + 5 ft., Fly 30 ft. + Blindsight 60 ft., Passive Perception 11 + + Beast + Tiny + unaligned + 0 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_BAT_BITE + + + + + + + + + + + +

Melee Attack Roll: +4 to hit, reach 5 ft. Hit: 1 Piercing damage.

+
+ + Melee Attack Roll: +4 to hit, reach 5 ft. Hit: 1 Piercing damage. + +
+ + + Familiar + + + 3 + 15 + 10 + 3 + 12 + 7 + 12 + 2 (1d4) + 40 ft., Climb 40 ft. + + Perception +3, Stealth +4 + Darkvision 60 ft., Passive Perception 13 + Beast + Tiny + unaligned + 0 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_CAT_JUMPER + ID_WOTC_PHB24_COMPANION_ACTION_CAT_SCRATCH + + + + + + + + + + + + + +

The cat’s jump distance is determined using its Dexterity rather than its Strength.

+
+ + The cat’s jump distance is determined using its Dexterity rather than its Strength. + +
+ + + +

Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage.

+
+ + Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage. + +
+ + + Familiar + + + 6 + 11 + 12 + 1 + 8 + 2 + 11 + 3 (1d4+1) + 20 ft., Swim 20 ft. + Stealth +2 + Blindsight 30 ft., Passive Perception 9 + + Beast + Tiny + unaligned + 0 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_CRAB_AMPHIBIOUS + ID_WOTC_PHB24_COMPANION_ACTION_CRAB_CLAW + + + + + + + + + + + + +

The crab can breathe air and water.

+
+ + The crab can breathe air and water. + +
+ + + +

Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage.

+
+ + Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage + +
+ + + Familiar + + + 1 + 13 + 8 + 1 + 8 + 3 + 11 + 1 (1d4-1) + 20 ft., Swim 20 ft. + Perception +1, Stealth +3 + Darkvision 30 ft., Passive Perception 11 + + Beast + Tiny + unaligned + 0 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_FROG_AMPHIBIOUS,ID_WOTC_PHB24_COMPANION_TRAIT_FROG_STANDING_LEAP + ID_WOTC_PHB24_COMPANION_ACTION_FROG_BITE + + + + + + + + + + + + + +

The frog can breathe air and water

+
+ + The frog can breathe air and water + +
+ + + +

The frog’s Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start.

+
+ + The frog’s Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start. + +
+ + + +

Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage.

+
+ + Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage + +
+ + + + + 11 + 10 + 11 + 2 + 10 + 5 + 10 + 4 (1d8) + 40 ft., Climb 30 ft. + Perception +2 + Darkvision 60 ft., Passive Perception 12 + + Beast + Medium + unaligned + 0 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_GOAT_RAM + + + + + + + + + + + + +

Melee Attack Roll: +2 to hit, reach 5 ft. Hit: 1 Bludgeoning damage, or the goat deals 2 (1d4) Bludgeoning damage if it moved at least 20 feet straight toward the target immediately before the hit.

+
+ + Melee Attack Roll: +2 to hit, reach 5 ft. Hit: 1 Bludgeoning damage, or the goat deals 2 (1d4) Bludgeoning damage if it moved at least 20 feet straight toward the target immediately before the hit. + +
+ + + Familiar + + + 5 + 16 + 8 + 2 + 14 + 6 + 13 + 1 (1d4-1) + 10 ft., Fly 60 ft. + Perception +6 + Passive Perception 16 + + Beast + Tiny + unaligned + 0 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_HAWK_TALONS + + + + + + + + + + + + + +

Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage.

+
+ + Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage. + +
+ + + Familiar + + + 2 + 11 + 10 + 1 + 8 + 3 + 10 + 2 (1d4) + 20 ft., Climb 20 ft. + Darkvision 30 ft., Passive Perception 9 + + Beast + Tiny + unaligned + 0 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_LIZARD_SPIDER_CLIMB + ID_WOTC_PHB24_COMPANION_ACTION_LIZARD_BITE + + + + + + + + + + + +

The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check.

+
+ + The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check. + +
+ + + +

Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.

+
+ + Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage. + +
+ + + Familiar + + + 4 + 15 + 11 + 3 + 10 + 4 + 12 + 3 (1d6) + 5 ft., Swim 30 ft. + Perception +2, Stealth +6 + Darkvision 30 ft. Passive Perception 12 + + Beast + Small + unaligned + 0 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_OCTOPUS_COMPRESSION,ID_WOTC_PHB24_COMPANION_TRAIT_OCTOPUS_WATER_BREATHING + ID_WOTC_PHB24_COMPANION_ACTION_OCTOPUS_TENTACLES + ID_WOTC_PHB24_COMPANION_REACTION_OCTOPUS_INK_CLOUD + + + + + + + + + + + + + + +

The octopus can move through a space as narrow as 1 inch without spending extra movement to do so.

+
+ + The octopus can move through a space as narrow as 1 inch without spending extra movement to do so. + +
+ + + +

The octopus can breathe only underwater.

+
+ + The octopus can breathe only underwater. + +
+ + + +

Melee Attack Roll: +4, reach 5 ft. Hit: 1 Bludgeoning damage.

+
+ + Melee Attack Roll: +4, reach 5 ft. Hit: 1 Bludgeoning damage. + +
+ + + +

Trigger: A creature ends its turn within 5 feet of the octopus while underwater. Response: The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.

+
+ + Trigger: A creature ends its turn within 5 feet of the octopus while underwater. Response: The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink. + +
+ + + Familiar + + + 3 + 13 + 8 + 2 + 12 + 7 + 11 + 1 (1d4-1) + 5 ft., Fly 60 ft. + Perception +5, Stealth +5 + Darkvision 120 ft., Passive Perception 15 + + Beast + Tiny + unaligned + 0 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_OWL_FLYBY + ID_WOTC_PHB24_COMPANION_ACTION_OWL_TALONS + + + + + + + + + + + + + + + +

The owl doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.

+
+ + The owl doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach. + +
+ + + +

Melee Attack Roll: +3, reach 5 ft. Hit: 1 Slashing damage.

+
+ + Melee Attack Roll: +3, reach 5 ft. Hit: 1 Slashing damage. + +
+ + + Familiar + + + 2 + 11 + 9 + 2 + 10 + 4 + 10 + 1 (1d4-1) + 20 ft., Climb 20 ft. + Perception +2 + Darkvision 30 ft., Passive Perception 12 + + Beast + Tiny + unaligned + 0 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_RAT_AGILE + ID_WOTC_PHB24_COMPANION_ACTION_RAT_BITE + + + + + + + + + + + + +

The rat doesn’t provoke Opportunity Attacks when it moves out of an enemy’s reach.

+
+ + The rat doesn’t provoke Opportunity Attacks when it moves out of an enemy’s reach. + +
+ + + +

Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.

+
+ + Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage. + +
+ + + Familiar + + + 2 + 14 + 10 + 5 + 13 + 6 + 12 + 2 (1d4) + 10 ft., Fly 50 ft. + Perception +3 + Passive Perception 13 + + Beast + Tiny + unaligned + 0 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_RAVEN_MIMICRY + ID_WOTC_PHB24_COMPANION_ACTION_RAVEN_BEAK + + + + + + + + + + + + +

The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check.

+
+ + The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check. + +
+ + + +

Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage.

+
+ + Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage. + +
+ + + + + 2 + 11 + 8 + 1 + 8 + 2 + 11 (natural armor) + 1 (1d4-1) + 10 ft. + Blindsight 10 ft., Passive Perception 9 + + Beast + Tiny + unaligned + 0 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_SCORPION_STING + + + + + + + + + + +

Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage plus 3 (1d6) Poison damage.

+
+ + Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage plus 3 (1d6) Poison damage. + +
+ + + Familiar + + + 2 + 14 + 8 + 1 + 10 + 2 + 12 + 1 (1d4-1) + 20 ft., Climb 20 ft. + Stealth +4 + Darkvision 30 ft., Passive Perception 10 + + Beast + Tiny + unaligned + 0 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_SPIDER_SPIDER_CLIMB,ID_WOTC_PHB24_COMPANION_TRAIT_SPIDER_WEB_WALKER + ID_WOTC_PHB24_COMPANION_ACTION_SPIDER_BITE + + + + + + + + + + + + +

The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.

+
+ + The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. + +
+ + + +

The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web.

+
+ + The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web. + +
+ + + +

Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 2 (1d4) Poison damage.

+
+ + Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 2 (1d4) Poison damage. + +
+ + + Familiar + + + 3 + 16 + 8 + 2 + 12 + 3 + 13 + 1 (1d4-1) + 30 ft., Climb 30 ft. + Acrobatics +5, Perception +3, Stealth +5 + Darkvision 60 ft., Passive Perception 13 + + Beast + Tiny + unaligned + 0 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_WEASEL_BITE + + + + + + + + + + + + + + +

Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage.

+
+ + Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage. + +
+ + + + + + 16 + 14 + 14 + 6 + 12 + 7 + 12 + 19 (3d8+6) + 30 ft., Climb 30 ft. + Athletics +5, Perception +3 + Passive Perception 13 + + Beast + Medium + unaligned + 1/2 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_APE_MULTIATTACK,ID_WOTC_PHB24_COMPANION_ACTION_APE_FIST,ID_WOTC_PHB24_COMPANION_ACTION_APE_ROCK + + + + + + + + + + + + + +

The ape makes two Fist attacks.

+
+ + The ape makes two Fist attacks. + +
+ + + +

Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage.

+
+ + Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. + +
+ + + +

Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d6 + 3) Bludgeoning damage.

+
+ + Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. + +
+ + + + + 15 + 12 + 14 + 2 + 12 + 7 + 11 + 19 (3d8+6) + 30 ft., Climb 30 ft., Swim 30 ft. + Perception +5 + Darkvision 60 ft., Passive Perception 15 + + Beast + Medium + unaligned + 1/2 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_BLACK_BEAR_MULTIATTACK,ID_WOTC_PHB24_COMPANION_ACTION_BLACK_BEAR_REND + + + + + + + + + + + + + + +

The bear makes two Rend attacks.

+
+ + The bear makes two Rend attacks. + +
+ + + +

Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage.

+
+ + Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage. + +
+ + + + + 13 + 11 + 14 + 2 + 9 + 5 + 11 + 13 (2d8+4) + 40 ft. + Passive Perception 9 + + Beast + Medium + unaligned + 1/4 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_BOAR_BLOODIED_FURY + ID_WOTC_PHB24_COMPANION_ACTION_BOAR_GORE + + + + + + + + + + +

While Bloodied, the boar has Advantage on attack rolls.

+
+ + While Bloodied, the boar has Advantage on attack rolls. + +
+ + + +

Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the boar moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and, if it is Large or smaller, has the Prone condition.

+
+ + Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the boar moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and, if it is Large or smaller, has the Prone condition. + +
+ + + + + 17 + 12 + 15 + 2 + 13 + 7 + 11 + 22 (3d10+6) + 40 ft., Climb 30 ft. + Perception +3 + Darkvision 60 ft., Passive Perception 13 + + Beast + Medium + unaligned + 1 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_BROWN_BEAR_MULTIATTACK,ID_WOTC_PHB24_COMPANION_ACTION_BROWN_BEAR_BITE, ID_WOTC_PHB24_COMPANION_ACTION_BROWN_BEAR_CLAW + + + + + + + + + + + + +

The bear makes one Bite attack and one Claw attack.

+
+ + The bear makes one Bite attack and one Claw attack. + +
+ + + +

Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage.

+
+ + Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage. + +
+ + + +

Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Prone condition if it is Huge or smaller.

+
+ + Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Prone condition if it is Huge or smaller. + +
+ + + + + 15 + 8 + 17 + 2 + 11 + 5 + 10 + 17 (2d10+6) + 50 ft. + Darkvision 60 ft., Passive Perception 10 + + Beast + Large + unaligned + 1/8 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_CAMEL_BITE + + + + + + + + + + +

Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.

+
+ + Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage. + +
+ + + + + 15 + 14 + 12 + 1 + 10 + 3 + 13 + 13 (2d10+2) + 30 ft., Swim 30 ft. + Perception +2, Stealth +4 + Blindsight 10 ft., Passive Perception 12 + + Beast + Large + unaligned + 1/4 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_CONSTRICTOR_SNAKE_BITE,ID_WOTC_PHB24_COMPANION_ACTION_CONSTRICTOR_SNAKE_CONSTRICT + + + + + + + + + + + + + +

Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.

+
+ + Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. + +
+ + + +

Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12).

+
+ + Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12). + +
+ + + + + 15 + 10 + 13 + 2 + 10 + 5 + 12 + 13 (2d10+2) + 20 ft., Swim 30 ft. + Stealth +2 + Passive Perception 10 + + Beast + Large + unaligned + 1/2 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_CROCODILE_HOLD_BREATH + ID_WOTC_PHB24_COMPANION_ACTION_CROCODILE_BITE + + + + + + + + + + + + +

The crocodile can hold its breath for 1 hour.

+
+ + The crocodile can hold its breath for 1 hour. + +
+ + + +

Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is Medium or smaller, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition.

+
+ + Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is Medium or smaller, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition. + +
+ + + + + 17 + 15 + 15 + 3 + 12 + 7 + 14 + 22 (3d10+6) + 50 ft. + Perception +5, Stealth +4 + Darkvision 60 ft., Passive Perception 15 + + Beast + Large + unaligned + 1 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_DIRE_WOLF_PACK_TACTICS + ID_WOTC_PHB24_COMPANION_ACTION_DIRE_WOLF_BITE + + + + + + + + + + + + + +

The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

+
+ + The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. + +
+ + + +

Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage, and the target has the Prone condition if it is Huge or smaller.

+
+ + Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage, and the target has the Prone condition if it is Huge or smaller. + +
+ + + + + 18 + 10 + 15 + 2 + 11 + 7 + 10 + 15 (2d10+4) + 40 ft. + Passive Perception 10 + + Beast + Large + unaligned + 1/4 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_DRAFT_HORSE_HOOVES + + + + + + + + + + +

Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage.

+
+ + Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage. + +
+ + + + + 22 + 9 + 17 + 3 + 11 + 6 + 12 + 76 (8d12+24) + 40 ft. + Passive Perception 10 + + Beast + Huge + unaligned + 4 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_ELEPHANT_MULTIATTACK,ID_WOTC_PHB24_COMPANION_ACTION_ELEPHANT_GORE + ID_WOTC_PHB24_COMPANION_BONUS_ACTION_ELEPHANT_TRAMPLE + + + + + + + + + + +

The elephant makes two Gore attacks.

+
+ + The elephant makes two Gore attacks. + +
+ + + +

Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the elephant moved at least 20 feet straight toward the target immediately before the hit, the target also has the Prone condition.

+
+ + Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the elephant moved at least 20 feet straight toward the target immediately before the hit, the target also has the Prone condition. + +
+ + + +

Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage.

+
+ + Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage. + +
+ + + + + 16 + 10 + 11 + 2 + 10 + 6 + 10 + 11 (2d10) + 50 ft. + Perception +2 + Darkvision 60 ft., Passive Perception 12 + + Beast + Large + unaligned + 1/4 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_ELK_RAM + + + + + + + + + + + +

Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the elk moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition.

+
+ + Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the elk moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition. + +
+ + + + + 13 + 10 + 17 + 2 + 12 + 5 + 13 + 15 (2d8+6) + 30 ft., Burrow 10 ft. + Perception +3 + Darkvision 60 ft., Passive Perception 13 + + Beast + Medium + unaligned + 1/4 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_GIANT_BADGER_BITE + + + + + + + + + + + + +

Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage.

+
+ + Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage. + +
+ + + + + 13 + 13 + 11 + 1 + 9 + 3 + 15 + 13 (3d8) + 30 ft., Swim 30 ft. + Stealth +3 + Blindsight 30 ft., Passive Perception 9 + + Beast + Medium + unaligned + 1/8 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_GIANT_CRAB_AMPHIBIOUS + ID_WOTC_PHB24_COMPANION_ACTION_GIANT_CRAB_CLAW + + + + + + + + + + + + +

The crab can breathe air and water.

+
+ + The crab can breathe air and water. + +
+ + + +

Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is Medium or smaller, it has the Grappled condition (escape DC 11). The crab has two claws, each of which can grapple one target.

+
+ + Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is Medium or smaller, it has the Grappled condition (escape DC 11). The crab has two claws, each of which can grapple one target. + +
+ + + + + 17 + 13 + 12 + 3 + 12 + 6 + 11 + 19 (3d10+3) + 40 ft., Climb 30 ft. + Perception +3 + Darkvision 60 ft., Passive Perception 13 + + Beast + Large + unaligned + 1/2 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_GIANT_GOAT_RAM + + + + + + + + + + + + +

Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the goat moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition.

+
+ + Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the goat moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition. + +
+ + + + + 15 + 12 + 11 + 2 + 12 + 5 + 14 + 16 (3d10) + 5 ft., Swim 40 ft. + Passive Perception 11 + + Beast + Large + unaligned + 1/2 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_GIANT_SEA_HORSE_WATER_BREATHING + ID_WOTC_PHB24_COMPANION_ACTION_GIANT_SEA_HORSE_RAM + ID_WOTC_PHB24_COMPANION_BONUS_ACTION_GIANT_SEA_HORSE_BUBBLE_DASH + + + + + + + + + + + +

The sea horse can breathe only underwater.

+
+ + The sea horse can breathe only underwater. + +
+ + + +

Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or the seahorse deals 11 (2d8 + 2) Bludgeoning damage if it moved at least 20 feet straight toward the target immediately before the hit.

+
+ + Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or the seahorse deals 11 (2d8 + 2) Bludgeoning damage if it moved at least 20 feet straight toward the target immediately before the hit. + +
+ + + +

While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks.

+
+ + While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks. + +
+ + + + + 14 + 16 + 12 + 2 + 11 + 4 + 14 + 26 (4d10+4) + 30 ft., Climb 30 ft. + Perception +4, Stealth +7 + Darkvision 60 ft., Passive Perception 14 + + Beast + Large + unaligned + 1 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_GIANT_SPIDER_SPIDER_CLIMB,ID_WOTC_PHB24_COMPANION_TRAIT_GIANT_SPIDER_WEB_WALKER + ID_WOTC_PHB24_COMPANION_ACTION_GIANT_SPIDER_BITE,ID_WOTC_PHB24_COMPANION_ACTION_GIANT_SPIDER_WEB + + + + + + + + + + + + + + +

The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.

+
+ + The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. + +
+ + + +

The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web.

+
+ + The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web. + +
+ + + +

Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage.

+
+ + Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage. + +
+ + + +

Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).

+
+ + Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage). + +
+ + + + + 11 + 17 + 10 + 4 + 12 + 5 + 13 + 9 (2d8) + 40 ft., Climb 30 ft. + Acrobatics +5, Perception +3, Stealth +5 + Darkvision 60 ft., Passive Perception 13 + + Beast + Medium + unaligned + 1/8 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_GIANT_WEASEL_BITE + + + + + + + + + + + + + + +

Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage.

+
+ + Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage. + +
+ + + + + 17 + 15 + 11 + 3 + 12 + 8 + 12 + 22 (4d10) + 50 ft. + Perception +3, Stealth +4 + Darkvision 60 ft., Passive Perception 13 + + Beast + Large + unaligned + 1 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_LION_PACK_TACTICS,ID_WOTC_PHB24_COMPANION_TRAIT_LION_RUNNING_LEAP + ID_WOTC_PHB24_COMPANION_ACTION_LION_MULTIATTACK,ID_WOTC_PHB24_COMPANION_ACTION_LION_REND,ID_WOTC_PHB24_COMPANION_ACTION_LION_ROAR + + + + + + + + + + + + +

The lion has Advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

+
+ + The lion has Advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. + +
+ + + +

With a 10-foot running start, the lion can Long Jump up to 25 feet.

+
+ + With a 10-foot running start, the lion can Long Jump up to 25 feet. + +
+ + + +

The lion makes two Rend attacks. It can replace one of these attacks with a use of Roar.

+
+ + The lion makes two Rend attacks. It can replace one of these attacks with a use of Roar. + +
+ + + +

Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage.

+
+ + Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. + +
+ + + +

Wisdom Saving Throw: DC 11, one creature within 15 feet. Failure: The target has the Frightened condition until the start of the lion’s next turn.

+
+ + Wisdom Saving Throw: DC 11, one creature within 15 feet. Failure: The target has the Frightened condition until the start of the lion’s next turn. + +
+ + + + + 13 + 14 + 12 + 3 + 12 + 7 + 12 + 5 (1d8+1) + 40 ft. + Perception +5 + Darkvision 60 ft., Passive Perception 15 + + Beast + Medium + unaligned + 1/8 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_MASTIFF_BITE + + + + + + + + + + + + +

Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage, and the target has the Prone condition if it is Large or smaller.

+
+ + Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage, and the target has the Prone condition if it is Large or smaller. + +
+ + + + + 14 + 10 + 13 + 2 + 10 + 5 + 10 + 11 (2d8+2) + 40 ft. + Passive Perception 10 + + Beast + Medium + unaligned + 1/8 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_MULE_BEAST_OF_BURDEN + ID_WOTC_PHB24_COMPANION_ACTION_MULE_HOOVES + + + + + + + + + + +

The mule counts as one size larger for the purpose of determining its carrying capacity.

+
+ + The mule counts as one size larger for the purpose of determining its carrying capacity. + +
+ + + +

Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.

+
+ + Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage. + +
+ + + + + 14 + 15 + 10 + 3 + 14 + 7 + 12 + 13 (3d8) + 50 ft., Climb 40 ft. + Perception +4, Stealth +6 + Darkvision 60ft., Passive Perception 14 + + Beast + Medium + unaligned + 1/4 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_PANTHER_MULTIATTACK,ID_WOTC_PHB24_COMPANION_ACTION_PANTHER_POUNCE,ID_WOTC_PHB24_COMPANION_ACTION_PANTHER_PROWL + + + + + + + + + + + + + + +

The panther makes one Pounce attack and uses Prowl.

+
+ + The panther makes one Pounce attack and uses Prowl. + +
+ + + +

Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage, or the panther deals 7 (2d4 + 2) Slashing damage if it had Advantage on the attack roll.

+
+ + Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage, or the panther deals 7 (2d4 + 2) Slashing damage if it had Advantage on the attack roll. + +
+ + + +

The panther moves up to half its Speed without provoking Opportunity Attacks. At the end of this movement, the panther can take the Hide action.

+
+ + The panther moves up to half its Speed without provoking Opportunity Attacks. At the end of this movement, the panther can take the Hide action. + +
+ + + + + 15 + 10 + 13 + 2 + 11 + 7 + 10 + 11 (2d8+2) + 40 ft. + Passive Perception 10 + + Beast + Medium + unaligned + 1/8 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_PONY_HOOVES + + + + + + + + + + +

Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.

+
+ + Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage. + +
+ + + + + 14 + 15 + 13 + 1 + 10 + 4 + 12 + 22 (4d8+4) + 5 ft., Swim 30 ft. + Perception +2 + Blindsight 30 ft., Passive Perception 12 + + Beast + Medium + unaligned + 1/2 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_REEF_SHARK_PACK_TACTICS,ID_WOTC_PHB24_COMPANION_TRAIT_REEF_SHARK_WATER_BREATHING + ID_WOTC_PHB24_COMPANION_ACTION_REEF_SHARK_BITE + + + + + + + + + + + + +

The shark has Advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

+
+ + The shark has Advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. + +
+ + + +

The shark can breathe only underwater.

+
+ + The shark can breathe only underwater. + +
+ + + +

Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage.

+
+ + Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage. + +
+ + + + + 16 + 13 + 12 + 2 + 11 + 7 + 11 + 13 (2d10+2) + 60 ft. + Passive Perception 10 + + Beast + Large + unaligned + 1/4 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_RIDING_HORSE_HOOVES + + + + + + + + + + +

Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage.

+
+ + Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage. + +
+ + + + + 17 + 16 + 14 + 3 + 12 + 8 + 13 + 22 (3d10+6) + 40 ft. + Perception +3, Stealth +7 + Darkvision 60ft., Passive Perception 13 + + Beast + Large + unaligned + 1 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_TIGER_MULTIATTACK,ID_WOTC_PHB24_COMPANION_ACTION_TIGER_POUNCE,ID_WOTC_PHB24_COMPANION_ACTION_TIGER_PROWL + + + + + + + + + + + + + +

The tiger makes one Pounce attack and uses Prowl.

+
+ + The tiger makes one Pounce attack and uses Prowl. + +
+ + + +

Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. If the tiger had Advantage on the attack roll, the target takes an extra 3 (1d6) Slashing damage and, if it is Huge or smaller, has the Prone condition.

+
+ + Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. If the tiger had Advantage on the attack roll, the target takes an extra 3 (1d6) Slashing damage and, if it is Huge or smaller, has the Prone condition. + +
+ + + +

The tiger moves up to half its Speed without provoking Opportunity Attacks. At the end of this movement, the tiger can take the Hide action.

+
+ + The tiger moves up to half its Speed without provoking Opportunity Attacks. At the end of this movement, the tiger can take the Hide action. + +
+ + + + + 18 + 12 + 13 + 2 + 12 + 7 + 11 + 19 (3d10+3) + 60 ft. + Passive Perception 11 + + Beast + Large + unaligned + 1/2 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_WAR_HORSE_HOOVES + + + + + + + + + + +

Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage. If the horse moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition.

+
+ + Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage. If the horse moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition. + +
+ + + + + 14 + 15 + 12 + 3 + 12 + 6 + 12 + 11 (2d8+2) + 40 ft. + Perception +5, Stealth +4 + Darkvision 60 ft., Passive Perception 15 + + Beast + Medium + unaligned + 1/4 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_WOLF_PACK_TACTICS + ID_WOTC_PHB24_COMPANION_ACTION_WOLF_BITE + + + + + + + + + + + + + +

The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

+
+ + The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. + +
+ + + +

Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage, and the target has the Prone condition if it is Medium or smaller.

+
+ + Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage, and the target has the Prone condition if it is Medium or smaller. + +
+ + + + + 13 + 6 + 16 + 3 + 6 + 5 + 8 + 15 (2d8+6) + 20 ft. + Understands the languages it knew in life but can’t speak + Poison + Exhaustion, Poisoned + Darkvision 60 ft., Passive Perception 8 + Undead + Medium + Neutral Evil + 1/4 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_ZOMBIE_UNDEAD_FORTITUDE + ID_WOTC_PHB24_COMPANION_ACTION_ZOMBIE_SLAM + + + + + + + + + + +

If damage reduces the zombie to 0 Hit Points, it must make a Constitution saving throw with a DC of 5 plus the damage taken unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.

+
+ + If damage reduces the zombie to 0 Hit Points, it must make a Constitution saving throw with a DC of 5 plus the damage taken unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead. + +
+ + + +

Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage.

+
+ + Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. + +
+ + + + Familiar, Variant Familiar + + + 6 + 17 + 13 + 11 + 12 + 14 + 13 + 21 (6d4+6) + 20 ft., Fly 40 ft. + Darkvision 120 ft., Passive Perception 11 + Common, Infernal + Deception +4, Insight +3, Stealth +5 + Cold + Fire, Poison + Poisoned + Fiend + Tiny + lawful evil + 1 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_IMP_DEVILS_SIGHT,ID_WOTC_PHB24_COMPANION_TRAIT_IMP_MAGIC_RESISTANCE + ID_WOTC_PHB24_COMPANION_ACTION_IMP_STING,ID_WOTC_PHB24_COMPANION_ACTION_CHANGE_SHAPE,ID_WOTC_PHB24_COMPANION_ACTION_IMP_INVISIBILITY + + + + + + + + + + + + + + +

Magical Darkness doesn’t impede the imp’s Darkvision.

+
+ + Magical Darkness doesn’t impede the imp’s Darkvision. + +
+ + + +

The imp has Advantage on saving throws against spells and other magical effects.

+
+ + The imp has Advantage on saving throws against spells and other magical effects. + +
+ + + +

Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage.

+
+ + Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage. + +
+ + + +

The imp changes into a form that resembles a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it’s wearing or carrying isn’t transformed. The imp reverts to its true form if it dies.

+
+ + The imp changes into a form that resembles a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it’s wearing or carrying isn’t transformed. The imp reverts to its true form if it dies. + +
+ + + +

The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

+
+
+ +
+ + + The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. + + + + + Familiar, Variant Familiar + + + 6 + 15 + 13 + 10 + 12 + 10 + 14 + 10 (3d4+3) + 15 ft., Fly 60 ft. + understands Common and Draconic but can’t speak + Perception +5, Stealth +4 + Blindsight 10 ft., Darkvision 60 ft., Passive Perception 15 + Dragon + Tiny + neutral good + 1/4 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_PSEUDODRAGON_MAGIC_RESISTANCE + ID_WOTC_PHB24_COMPANION_ACTION_PSEUDODRAGON_MULTIATTACK,ID_WOTC_PHB24_COMPANION_ACTION_PSEUDODRAGON_BITE,ID_WOTC_PHB24_COMPANION_ACTION_PSEUDODRAGON_STING + + + + + + + + + + + + + + +

The pseudodragon has Advantage on saving throws against spells and other magical effects.

+
+ + The pseudodragon has Advantage on saving throws against spells and other magical effects. + +
+ + + +

The pseudodragon makes two Bite attacks.

+
+ + The pseudodragon makes two Bite attacks. + +
+ + + +

Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage.

+
+ + Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. + +
+ + + +

Constitution Saving Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Failure by 5 or More: The Poisoned target also has the Unconscious condition until it takes damage or another creature takes an action to shake it awake.

+
+ + Constitution Saving Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Failure by 5 or More: The Poisoned target also has the Unconscious condition until it takes damage or another creature takes an action to shake it awake. + Constitution Saving Throw: DC {{warlock:spellcasting:dc}}, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Failure by 5 or More: The Poisoned target also has the Unconscious condition until it takes damage or another creature takes an action to shake it awake. + + +
+ + + Familiar, Variant Familiar + + + 5 + 17 + 10 + 7 + 10 + 10 + 13 + 25 (10d4) + 40 ft. + Abyssal, Common + Stealth +5 + Cold, Fire, Lightning + Poison + Poisoned + Fiend + Tiny + Darkvision 120 ft., Passive Perception 10 + chaotic evil + 1 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_QUASIT_MAGIC_RESISTANCE + ID_WOTC_PHB24_COMPANION_ACTION_QUASIT_REND,,ID_WOTC_PHB24_COMPANION_ACTION_QUASIT_CHANGE_SHAPE,ID_WOTC_PHB24_COMPANION_ACTION_QUASIT_SCARE,ID_WOTC_PHB24_COMPANION_ACTION_QUASIT_INVISIBILITY + + + + + + + + + + + +

The quasit has Advantage on saving throws against spells and other magical effects.

+
+ + The quasit has Advantage on saving throws against spells and other magical effects. + +
+ + + +

Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit’s next turn.

+
+ + Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit’s next turn. + +
+ + + +

The quasit changes into a form that resembles a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it’s wearing or carrying isn’t transformed. The quasit reverts to its true form if it dies.

+
+ + The quasit changes into a form that resembles a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it’s wearing or carrying isn’t transformed. The quasit reverts to its true form if it dies. + +
+ + + +

Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically

+
+ + Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically + Wisdom Saving Throw: DC {{warlock:spellcasting:dc}}, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically + +
+ + + +

The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

+
+
+ +
+ + + The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. + + + + + Familiar, Variant Familiar + + + 10 + 16 + 15 + 6 + 8 + 5 + 13 + 13 (2d8+4) + 30 ft. + Understands the languages it knew in life but can’t speak + Bludgeoning + Poison + Exhaustion, Poisoned + Darkvision 60 ft., Passive Perception 9 + Undead + Medium + Lawful Evil + 1/4 + ID_WOTC_PHB24_COMPANION_ACTION_SKELETON_SHORTSWORD,ID_WOTC_PHB24_COMPANION_ACTION_SKELETON_SHORTBOW + + + + + + + + + + +

Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.

+
+ + Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage. + +
+ + + +

Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage.

+
+ + Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage. + +
+ + + Familiar, Variant Familiar + + + 7 + 15 + 10 + 3 + 5 + 3 + 12 + 7 (3d4) + 30 ft., Burrow 10 ft. + Understands Slaad but can’t speak + Stealth +4 + Acid, Cold, Fire, Lightning, Thunder + Darkvision 60 ft., Passive Perception 7 + Aberration + Tiny + Chaotic Neutral + 1/8 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_SLAAD_TADPOLE_MAGIC_RESISTANCE + ID_WOTC_PHB24_COMPANION_ACTION_SLAAD_TADPOLE_BITE + + + + + + + + + + + + +

The slaad has Advantage on saving throws against spells and other magical effects.

+
+ + The slaad has Advantage on saving throws against spells and other magical effects. + +
+ + + +

Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.

+
+ + Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. + +
+ + + Familiar, Variant Familiar + + + 6 + 17 + 13 + 15 + 12 + 11 + 13 + 24 (7d4+7) + 20 ft., Fly 40 ft. + Celestial, Common + Arcana +4, Religion +4, Stealth +5 + Necrotic, Psychic, Radiant + Darkvision 60 ft., Passive Perception 11 + Celestial + Tiny + Lawful Good + 1 + 2 + ID_WOTC_PHB24_COMPANION_TRAIT_SPHINX_OF_WONDER_MAGIC_RESISTANCE + ID_WOTC_PHB24_COMPANION_ACTION_SPHINX_OF_WONDER_REND + ID_WOTC_PHB24_COMPANION_REACTION_SPHINX_OF_WONDER_BURST_OF_INGENUITY + + + + + + + + + + + + + + +

The sphinx has Advantage on saving throws against spells and other magical effects.

+
+ + The sphinx has Advantage on saving throws against spells and other magical effects. + +
+ + + +

Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage.

+
+ + Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage. + +
+ + + +

Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll.

+
+ + Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll. + +
+ + + Familiar, Variant Familiar + + + 3 + 18 + 10 + 14 + 13 + 11 + 15 + 10 (4d4) + 10 ft., Fly 40 ft. + Common, Elvish, Sylvan + Perception +3, Stealth +8 + Passive Perception 13 + Fey + Tiny + Neutral Good + 1/4 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_SPRITE_NEEDLE_SWORD,ID_WOTC_PHB24_COMPANION_ACTION_SPRITE_ENCHANTING_BOW,ID_WOTC_PHB24_COMPANION_ACTION_SPRITE_HEART_SIGHT,ID_WOTC_PHB24_COMPANION_ACTION_SPRITE_INVISIBILITY + + + + + + + + + + + + + + +

Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage.

+
+ + Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage. + +
+ + + +

Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn.

+
+ + Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn. + +
+ + + +

Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see. Celestials, Fiends, and Undead automatically fail the save. Failure: The sprite knows the target’s emotions and alignment.

+
+ + Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see. Celestials, Fiends, and Undead automatically fail the save. Failure: The sprite knows the target’s emotions and alignment. + Charisma Saving Throw: DC {{warlock:spellcasting:dc}}, one creature within 5 feet the sprite can see. Celestials, Fiends, and Undead automatically fail the save. Failure: The sprite knows the target’s emotions and alignment. + +
+ + + +

The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

+
+
+ +
+ + + The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. + + + + + Familiar, Variant Familiar + + + 2 + 15 + 11 + 1 + 10 + 3 + 12 + 5 (2d4) + 30 ft., Swim 30 ft. + + Blindsight 10 ft., Passive Perception 10 + Beast + Tiny + Unaligned + 1/8 + 2 + ID_WOTC_PHB24_COMPANION_ACTION_VENOMOUS_SNAKE_BITE + + + + + + + + + + + +

Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage.

+
+ + Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage. + +
+ +