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Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken.
Once this reaction is used, it can't be used again until the next dawn. The book's metal fittings are copper, iron, lead, silver, and gold, some frozen mid-transition from one metal to another. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains ld3 expended charges daily at dawn.
The new spell must be of the transmutation school. For 1 charge, the object can be no larger than 1 foot on a side. You can spend additional charges to increase the maximum dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original.
Whatever form the tool takes, you are proficient with it. While holding this tool, you gain a bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool's rarity. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. The bonus is determined by the book's rarity. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
As an action, you can attach the shard to a Tiny object such as a weapon or a piece of jewelry or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus for your sorcerer spells while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you.
As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object.
It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains ld3 expended charges daily at dawn. The new spell must be of the divination school.
When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. The book has 3 charges, and it regains ld3 ex- pended charges daily at dawn. The new spell must be of the conjuration school. You can do this after you see the roll but before its effects are applied. If your new position is out of range of the attack, it misses you. Among the notorious implements that cement her legend on countless worlds are the artifacts that propel her through the planes: Baba Yaga's Mortar and Pestle.
These signature tools of Baba Yaga are a single artifact for purposes of attunement. Should the two objects become separated, the pestle appears next to the mortar at the next dawn. Random Properties. The mortar is a Tiny wooden bowl. However, the mortar increases in size to accommodate anything you place inside, expandingif there's enough space-up to Large size, meaning it can hold even a Large creature.
Properties of the Pestle. The pestle is a 6-inchlong, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle no action required.
The pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra ld8 force damage for each charge expended.
The pestle regains all expended charges daily at dawn. Perfect Tools. While holding the mortar and pestle, you can use your action to say the name of any nonmagical plant, mineral, or fluid and an amount of the material worth 10 gp or less.
The mortar instantly fills with the desired amount of that material. Once you use this action, you can't do so again until you finish a short or long rest. You can also use the artifact as alchemist's supplies, brewer's supplies, cook's utensils, an herbalism kit, and a poisoner's it.
You have advantage on any check you make using the artifact as one of these tools. Primal Parts. As an action while the pestle and the mortar is within 5 feet of you, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or fine powder that's equally useful for cooking or alchemy.
At the start of each of your turns, whatever is in the mortar takes 4dl0 force damage. If this reduces the target's hit points to 0, the target is reduced to powder, pulp, or paste, as appropriate. Only magic items are unaffected. If you wish, when the pestle stops, you can have the mortar separate its contents-like powdered bone, crushed herbs, pulped organs-into separate piles.
Traverse the Night. If you are holding the pestle while you are inside the mortar, you can use your action to verbally command the mortar to travel to a specific place or creature. You don't need to know where your destination is, but it must be a specific destination-not just the nearest river or a red dragon's lair. If the stated destination is within 1, miles of you, the mortar lifts into the air and vanishes.
You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later. Bones Know Their Home.
When you command the mortar to travel, you can instead throw out the dust or paste of something ground by the mortar and name a location on a different plane of existence or a different world on the Material Plane. If that material came from a creature native to the named plane or world, the mortar travels through an empty night sky to an unoccupied space at that destination, arriving in 1 minute.
The mortar and pestle are destroyed if they are crushed underfoot by the Dancing Hut of Baba Yaga or by Baba Yaga herself. While you aren't wearing armor, the tattoo grants you an Armor Class depending on the tattoo's rarity, as shown below. You can use a shield and still gain this benefit. The branch is a spellcasting focus for your spells while you hold it. The branch has 3 charges, and it regains ld3 expended charges daily at dawn.
If such creatures are present and don't have total cover from you, the bells ring softly, their tone indicating the creature types present. Bloodthirsty Strikes.
The tattoo has 10 charges, and it regains all expended charges daily at dawn. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. You can use the cauldron as a spe]] casting focus for your druid spells, and it functions as a suitable component for the scrying spell.
When you finish a long rest, you can use the cauldron to create a potion of greater healing. The potion lasts for 24 hours, then loses its magic if not consumed. As an action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as an action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space. If you place the corpse of a humanoid into the cauldron and cover the corpse with pounds of q Acrobatics check.
The grapple also ends if you halt it no action required , if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature. Once used, this property can't be used again for 7 days. Ages ago, the serene god Rao created a tool to shield his fledgling faithful against the evils of the Lower Planes. Yet, as eons passed, mortals developed their own methods of dealing with existential threats, and the crook was largely forgotten. In recent ages, though, the Crook of Rao was rediscovered and leveraged against the rising power of the Witch Queen Iggwilv one of the names of the wizard Tasha.
Although she was defeated, Iggwilv managed to damage the crook during the battle, infecting it with an insidious curse-and the potential for future victory. In the aftermath, the crook was again lost. Occasionally it reappears, but the famed artifact is not what it was. Whether or not the artifact's bearers realize its full threat, few risk using the Crook of Rao-potentially for the final time. Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you.
The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. The crook has 6 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells save DC 18 from it: aura of life 2 charges , aura of purity 2 charges , banishment 1 charge , beacon of hope 1 charge , mass cure wounds 3 charges.
The crook regains ld6 expended charges daily at dawn. Absolute Banishment. While you are attuned to the crook and holding it, you can spend 10 minutes to banish all but the mightiest fiends within 1 mile of you. Any fiend with a challenge rating of 19 or higher is unaffected. Each banished fiend is sent back to its home plane and can't return to the plane the Crook of Rao banished it from for years. Failing Matrix.
Whenever the Crook of Rao's Absolute Banishment property is used, or when its last charge is expended, roll on the Extraplanar Reversal table. Any creatures conjured as a result of this effect appear in random unoccupied spaces within 60 feet of you and are not under your control.
The portal closes after 5 minutes. At the DM's discretion, a portal opens into the presence of an archdevil or demon lord instead, then closes after 5 minutes. Iggwilv's Curse see the Iggwilv's Curse property. Iggwilv's Curse. When the Crook was last used against Iggwilv, the Witch Queen lashed out at the artifact, infecting its magical matrix. Over the years, this curse has spread within the crook, threatening to violently pervert its ancient magic.
If this occurs, the Crook of Rao, as it is currently known, is destroyed, its magical matrix inverting and exploding into a SO-foot-diameter portal. This portal functions as a permanent gate spell cast by Iggwilv.
The gate then, once per round on initiative count 20, audibly speaks a fiend's name in lggwilv's voice, doing SO until the gate calls on every fiend ever banished by the Crook of Rao.
If the fiend still exists, it is drawn through the gate. This process takes eighteen years to complete, at the end of which the gate becomes a permanent portal to Pazunia, the first layer of the Abyss.
The Crook of Rao can either be destroyed or repaired by journeying to Mount Celestia and obtaining a tear from the eternally serene god Rao. One way to make the emotionless god cry would be to reunite Rao with the spirit of his first worshiper who sought revelations beyond the multiverse long ago. The Crook dissolves if immersed in the god's tear for a year and a day. If washed in the tear daily for 30 days, the Crook loses its Failing Matrix property. While you are touching the crystal, you can retrieve and store information and spells within the crystal at the same rate as reading and writing.
When found, the crystal contains the following spells: detect thoughts, intellect fortress, Rary's telepathic bond, sending, telekinesis, Tasha's mind whip, and Tenser's floating disk spells with an asterisk appear in this book. While you are holding the crystal, you can use it as a spellcasting focus for your wizard spells, and you know the mage hand, mind sliver appears in this book , and message cantrips if you don't already know them.
The crystal has 3 charges, and it regains ld3 expended charges daily at dawn. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book's spine, the general chapters remain, ever revealing demonic secrets.
And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material. The book has 8 charges. It regains ld8 expended charges daily at dawn. While holding it, you can use an action to cast Tasha's hideous laughtr fron it or to expend 1 or more of its charges to cast one of the following spells save DC 20 from it: magic circle 1 charge , magic jar 3 charges , planar ally 3 charges , planar binding 2 charges , plane shift to layers of the Abyss only; 3 charges , summon fiend 3 charges; appears in this book.
Abyssal Reference. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom Survival check related to the Abyss. When you do so, you can add double your proficiency bonus to the check.
Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against a fiend, you use the maximum possible result instead of rolling. While carrying the book, whenever you cast the magic circle spell naming only fiends, or the planar binding spell targeting a fiend, the spell is cast at 9th level, regardless of what level spell slot you used, if any. Additionally, the fiend has disadvantage on its saving throw against the spell. The first 10 pages of the Demonomicon are blank.
As an action while holding the book, you can target a fiend that you can see that is trapped within a magic circle. The fiend must succeed on a DC 20 Charisma saving throw with disadvantage or become trapped within one of the Dernonornicon's empty blank pages, which fills with writing detailing the trapped creature's widely known name and depravities.
Once used, this action can't be used again until the next dawn. When you finish a long rest, if you and the Demonomicon are on the same plane of existence, the trapped creature of the highest challenge rating within the book can attempt to possess you.
You must make a DC 20 Charisma saving throw. On a failure, you are possessed by the creature, which controls you like a puppet. On a successful save, the fiend can't try to possess you again for 7 days. When the tome is discovered, it has ld4 fiends occupying its pages, typically an assortment of demons. Destroying the Demonomicon. To destroy the book, six different demon lords must each tear out a sixth of the book's pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book's remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book.
At the heart of this deadly, semi-sentient domain lies a long-lost artifact, Fraz-Urb'luu's Staff. If the staff is dragged from the pocket plane, the tome is reduced to a mundane and quite out-of-date copy of the Tome of Zyx, the work that served as the foundation for the Demonomicon.
Once the staff emerges, the demon lord FrazUrb'luu instantly knows. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra ld8 radiant damage. At the start of each of your turns, you and any other creatures in the incense each regain ld4 hit points.
This property can't be used again until the next dawn. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book's appearance and alter the plot of the romance. When found, the book contains the following spells: hallucinatory terrain, major image, mirror image, mislead, Nystul's magic aura, phantasmal force, and silent image.
While you are holding the book, you can use it as a spel! The new spell must be of the illusion school. Magical Strikes. As a bonus action, you can empower the tattoo for 1 minute.
For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra ld6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
You can use the shard as a spellcasting focus while you hold or wear it. Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property. You can immediately fly up to 60 feet without provoking opportunity attacks. You gain resistance to a damage type of your choice until the start of your next turn.
One target of the spell that you can see catches fire. The burning target takes 2dl0 fire damage at the start of its next turn, and then the flames go out. You create a wave of water that bursts out from you in a foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player's Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
If you don't have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can't be used again until the next dawn. When found, the book contains the following spells: contingency, fireball, gust of wind, Leomund's tiny hut, magic missile, thunderwave, and wall of force. The new spell must be of the evocation school. Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn.
As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. If you end your turn in a solid object, you take ldlO force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take ldlO force damage for every 5 feet traveled.
As an action, you can attach the emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn.
The new spell must be of the enchantment school. Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours.
Either of you can dismiss the invisibility by touching the script no action required. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: animate dead, circle of death, false life, finger of death, speak with dead, summon undead appears in this book , vampiric touch.
The new spell must be of the necromancy school. For the duration, you take on a deathly appearance, and undead creatures are indifferent to you, unless you have damaged them. You also appear undead to all outward inspection and to spells used to determine the target's status.
The effect ends if you deal damage or force a creature to make a saving throw. Necrotic Resistance. You have resistance to necrotic damage. Life Ward. When you would be reduced to O hit points, you drop to 1 hit point instead. Once used, this property can't be used again until the next dawn.
Some languish as prisoners, souls so wicked mortals dare not free them upon an unsuspecting afterlife. Created by a figure ofVistani legend, Luba's Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of nefarious forces. Untold times the deck's crcator, Mother Luba, narrowly cscapcd door1, spared only by her keen insights. But even for her not all wickedness could be escaped.
In the most dire cases, Mother Luba managed to ensnare beings of pure evil amid the strands of fate, imprisoning them within her tarroka deck. Y ou can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character. For example, high elf adventurers have pro iciency with longswords, which are martial weapons. Consulting the Pro iciency Swaps table, we see that your high elf can swap that pro iciency for pro iciency with another weapon or tool.
You elf might be a musician, who chooses pro iciency with a musical instrument—a type of tool—instead of with longswords. Similarly, elves start with pro iciency in the Perception skill. Your elf might not have the keen senses associated with your kin and could take pro iciency in a different skill, such as Performance.
In those cases, talk to your DM about replacing that skill pro iciency with another skill pro iciency offered by your class at 1st level. A convenient time for such a change is when you reach a level that grants you the Ability Score Increase feature, representing that your character has spent a level or two studying the new skill and letting the old one atrophy.
Changing Your Subclass Each character class involves the choice of a subclass at 1st, 2nd, or 3rd level. A subclass represents an area of specialization and offers different class features as you level up.
If you decide to make this change, choose another subclass that belongs to your class and replace all your old subclass features with the features of the new subclass that are for your new level and lower.
The cost is typically gp times your new level. This cost might be accompanied by a quest of some sort. For example, a sorcerer who wants to adopt a Draconic Bloodline could be required to receive blood, a blessing, or both from an ancient dragon. If you return to a subclass that you previously held, you forgo the gold cost, and the time required for the transition is halved.
Sudden Change Sometimes a character undergoes a dramatic transformation in their beliefs and abilities. When a character experiences a profound self-realization or faces an entity or a place of overwhelming power, beauty, or terror, the DM might allow an immediate subclass change.
This transition requires a number of days equal to twice your new level in the class; a higher level represents more to learn. After spending a night in sorrowful prayer, she rises the next morning with the features of the Oath of Vengeance, ready to hunt down the horde.
A wizard lies down for a nap beneath an oak tree whose roots reach into the Feywild. In his dreams, he faces visions of multiple possible futures. When he awakens, his subclass features have been replaced by those of the School of Divination. A cleric of the War Domain has spent years in con lict with the enemies of her temple.
They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can ind everything you need to play one of these inventors in the next few sections. Arti icers use a variety of tools to channel their arcane power. The magic of arti icers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an arti icer.
In the Forgotten Realms, the island of Lantan is home to many arti icers, and in the world of Dragonlance, tinker gnomes are often members of this class.
The strange technologies of the Barrier Peaks of the world of Greyhawk have inspired some folks to walk the path of the arti icer, and in Mystara, various nations employ arti icers to keep airships and other wondrous devices operational. Arti icers in the City of Sigil share discoveries from throughout the multiverse, and from there, the gnome arti icer Vi runs a cosmos-spanning business that lures adventurers to ix problems that others deem un ixable. Arti icers invent cutting-edge problems, then try to solve them—loudly and often with collateral damage.
TASHA Creating an Arti icer To create an arti icer, consult the following subsections, which give you hit points, pro iciencies, and starting equipment. Then look at the Arti icer table to see which features you get at each level. Pro iciencies Ability Score Minimum.
A s a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an arti icer. Armor: Light armor, medium armor, shields Weapons: Simple weapons Tools: T hieves' tools, tinker's tools, one type of artisan's tools of your choice Pro iciencies Gained.
Spell Slots. A dd half your levels rounded up in the arti icer class to the appropriate levels from other classes to determine your available spell slots. Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away.
You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. The object continuously emits your choice of an odor or a nonverbal sound wind, waves, chirping, or the like. The chosen phenomenon is perceivable up to 10 feet away. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts inde initely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time.
The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modi ier minimum of one object. If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. The Magic of Arti ice As an arti icer, you use tools when you cast your spells. The effect of the spell is the same either way. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.
Tools Required You produce your arti icer spell effects through your tools. You must be pro icient with the tool to use it in this way. After you gain the Infused Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus. Cantrips 0-Level Spells At 1st level, you know two cantrips of your choice from the arti icer spell list. At higher levels, you learn additional arti icer cantrips of your choice, as shown in the Cantrips Known column of the Arti icer table.
When you gain a level in this class, you can replace one of the arti icer cantrips you know with another cantrip from the arti icer spell list. Preparing and Casting Spells The Arti icer table shows how many spell slots you have to cast your arti icer spells.
You regain all expended spell slots when you inish a long rest. You prepare the list of arti icer spells that are available for you to cast, choosing from the arti icer spell list. The spells must be of a level for which you have spell slots. For example, if you are a 5th-level arti icer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination.
If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. You can change your list of prepared spells when you inish a long rest. Preparing a new list of arti icer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability Intelligence is your spellcasting ability for your arti icer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an arti icer spell refers to your spellcasting ability.
In addition, you use your Intelligence modi ier when setting the saving throw DC for an arti icer spell you cast and when making an attack roll with one. The list is organized by spell level, not character level. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Arti icer table. Whenever you gain a level in this class, you can replace one of the arti icer infusions you learned with a new one. Infusing an Item Whenever you inish a long rest, you can touch a nonmagical object and imbue it with one of your arti icer infusions, turning it into a magic item.
If the item requires attunement, you can attune yourself to it the instant you infuse the item. Your infusion remains in an item inde initely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modi ier minimum of 1 day.
The infusion also vanishes if you replace your knowledge of the infusion. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Arti icer table. You must touch each of the objects, and each of your infusions can be in only one object at a time.
Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies. If an infusion ends on an item that contains other things, like a bag of holding , its contents harmlessly appear in and around its space.
Your choice grants you features at 5th level and again at 9th and 15th level. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again. Ability Score Improvement 4th-level arti icer feature When you reach 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
Tool Expertise 6th-level arti icer feature Your pro iciency bonus is now doubled for any ability check you make that uses your pro iciency with a tool. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modi ier to the roll.
You can use this feature a number of times equal to your Intelligence modi ier minimum of once. You regain all expended uses when you inish a long rest. If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Spell-Storing Item 11th-level arti icer feature You can now store a spell in an object. If the spell requires concentration, the creature must concentrate. Magic Item Savant Alchemist 14th-level arti icer feature An Alchemist is an expert at combining reagents to produce mystical effects.
Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of arti icer traditions, and its versatility has long been valued during times of war and peace.
You ignore all class, race, spell, and level requirements on attuning to or using a magic item. Magic Item Master 18th-level arti icer feature You can now attune to up to six magic items at once. Arti icer Specialists Arti icers pursue many disciplines.
Here are specialist options you can choose from at 3rd level. Alchemist Spells 3rd-level Alchemist feature You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table.
As an action, a creature can drink the elixir or administer it to an incapacitated creature. You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Each elixir requires its own lask. Experimental Elixir d6 Effect 1 Healing. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. T he drinker gains a lying speed of 10 feet for 10 minutes. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
You can do so a number of times equal to your Intelligence modi ier minimum of once , and you regain all expended uses when you inish a long rest. Armorer An arti icer who specializes as an Armorer modi ies armor to function almost like a second skin. The arti icer bonds with this armor, becoming one with it even as they experiment with it and re ine its magical capabilities. Armorer Spells 3rd-level Armorer feature You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table.
Armorer Spells Arti icer Level Spell 3rd magic missile, thunderwave 5th mirror image, shatter 9th hypnotic pattern, lightning bolt 13th ire shield, greater invisibility 17th passwall, wall of force Arcane Armor 3rd-level Armorer feature Your metallurgical pursuits have led to you making armor a conduit for your magic. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die. When you do so, choose one of the following armor models: Guardian or In iltrator. The model you choose gives you special bene its while you wear it. Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modi ier, instead of Strength or Dexterity, to the attack and damage rolls.
Y ou design your armor to be in the front line of con lict. It has the following features: Thunder Gauntlets. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else. Defensive Field. A s a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have.
You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your pro iciency bonus, and you regain all expended uses when you inish a long rest. In iltrator. You can customize your armor for subtle undertakings. It has the following features: Lightning Launcher. A gemlike node appears on one of your armored ists or on the chest your choice.
It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of feet, and it deals 1d6 lightning damage on a hit.
Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
Powered Steps. Y our walking speed increases by 5 feet. Dampening Field. Y ou have advantage on Dexterity Stealth checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal. Extra Attack 5th-level Armorer feature You can attack twice, rather than once, whenever you take the Attack action on your turn.
Armor Modi ications 9th-level Armorer feature You learn how to use your arti icer infusions to specially modify your Arcane Armor. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor. Perfected Armor 15th-level Armorer feature Your Arcane Armor gains additional bene its based on its model, as shown below. W hen a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space.
If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction. You can use this reaction a number of times equal to your pro iciency bonus, and you regain all expended uses of it when you inish a long rest. A ny creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn.
The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you.
In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage. Artillerist An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battle ield.
This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to ight the resurgence of strife.
Artillerist Spells 3rd-level Artillerist feature You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table.
It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it.
As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to ive times your arti icer level.
It is immune to poison damage and psychic damage. Force Ballista Make a ranged spell a ack, origina ng from the cannon, at one creature or object within feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Arcane Firearm 5th-level Artillerist feature You know how to turn a wand, staff, or rod into an arcane irearm, a conduit for your destructive spells. The sigils disappear from the object if you later carve them on a different item.
The sigils otherwise last inde initely. You can use your arcane irearm as a spellcasting focus for your arti icer spells. As an action, you can command the cannon to detonate if you are within 60 feet of it.
Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one. Forti ied Position 15th-level Artillerist feature same action but not the same spell slot , and you can activate both of them with the same bonus action.
You determine whether the cannons are identical to each other or different. Battle Smith Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel.
To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender. Commanding nothing less than the power to create life, many battle smiths turn their genius toward foraging technologically remarkable puppies and kitties.
You can now have two cannons at the same time. Battle Smith Spells 3rd-level Battle Smith feature You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table.
When you attack with a magic weapon, you can use your Intelligence modi ier, instead of Strength or Dexterity modi ier, for the attack and damage rolls. Steel Defender 3rd-level Battle Smith feature Your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your pro iciency bonus PB in several places.
In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action.
That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge If the mending s pell is cast on the defender, it regains 2d6 hit points. The defender returns to life after 1 minute with all its hit points restored.
If you already have a defender from this feature, the irst one immediately perishes. The defender also perishes if you die. M elee Weapon Attack : your spell attack modi ier to hit, reach 5 ft. Choose one creature or object you can see within 30 feet of the target. Healing energy lows into the chosen recipient, restoring 2d6 hit points to it. You can use this energy a number of times equal to your Intelligence modi ier minimum of once , but you can do so no more than once on a turn.
T he defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
Arti icer Infusions Arti icer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item.
The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.
This armor has 6 charges. The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is pro icient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet.
If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Armor of Magical Strength Item: A suit of armor requires attunement When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modi ier If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
Boots of the Winding Path Prerequisite: 6th-level arti icer Item: A pair of boots requires attunement While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
In addition, the creature ignores half cover when making a spell attack. Helm of Awareness Prerequisite: 10th-level arti icer While wearing this helmet, a creature has advantage on initiative rolls. In addition, the You learn intricate methods for magically creating a special homunculus that serves you. Some arti icers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.
The homunculus is friendly to you and your companions, and it obeys your commands. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.
The homunculus regains 2d6 hit points if the mending s pell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space. I f the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. R anged Weapon Attack: y our spell attack modi ier to hit, range 30 ft. T he homunculus delivers a spell you cast that has a range of touch.
The homunculus must be within feet of you. The item has 4 charges. The item regains 1d4 expended charges daily at dawn. While holding it, the wielder can take a bonus action to cause it to shed bright light in a foot radius and dim light for an additional 30 feet.
The wielder can extinguish the light as a bonus action. The weapon has 4 charges. The weapon regains 1d4 expended charges daily at dawn. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls. The shield has 4 charges. The shield regains 1d4 expended charges daily at dawn. Resistant Armor Prerequisite: 6th-level arti icer Item: A suit of armor requires attunement While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, ire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Spell-Refueling Ring Prerequisite: 6th-level arti icer Item: A ring requires attunement While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. This section offers additional features that you can gain as a barbarian.
These features can be selected separately from one another; you can use one, both, or none of them. Primal Knowledge 3rd-level barbarian feature When you reach 3rd level and again at 10th level, you gain pro iciency in one skill of your choice from the list of skills available to barbarians at 1st level. Instinctive Pounce You have to respect anyone who lets their inner beast out for a brisk jog and healthy throat-ripping. That beast bursts forth in the throes of rage, physically transforming the barbarian.
Primal Paths At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Path of the Beast and Path of Wild Magic.
Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table. Form of the Beast Tail. Y ou grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Bestial Soul 3rd-level Path of the Beast feature 6th-level Path of the Beast feature When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon.
It counts as a simple melee weapon for you, and you add your Strength modi ier to the attack and damage rolls when you attack with it, as normal. The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Y our mouth transforms into a bestial muzzle or great mandibles your choice. It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your pro iciency bonus, provided you have less than half your hit points when you hit.
It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
You can also alter your form to help you adapt to your surroundings. You gain a climbing speed equal to your walking speed, and you can climb dif icult surfaces, including upside down on ceilings, without needing to make an ability check.
You can make this special check only once per turn. Infectious Fury 10th-level Path of the Beast feature When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target takes 2d12 psychic damage. You can use this feature a number of times equal to your pro iciency bonus, and you regain all expended uses when you inish a long rest. Call the Hunt 14th-level Path of the Beast feature The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt.
When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modi ier minimum of one creature. You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can use the following bene it once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
Live deliciously. TASHA Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly in luence people.
As folk of deep feeling, barbarians are especially susceptible to these wild in luences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.
Elf, tie ling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors. Magic Awareness 3rd-level Path of Wild Magic feature As an action, you can open your awareness to the presence of concentrated magic. When you sense a spell, you learn which school of magic it belongs to. Wild Surge 3rd-level Path of Wild Magic feature The magical energy rolling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
Wild Magic Bolstering Magic d8 Magical Effect 1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Roll a d3. Unstable Backlash 10th-level Path of Wild Magic feature When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled.
This effect replaces your current Wild Magic effect. Controlled Surge 14th-level Path of Wild Magic feature Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash.
If you roll the same retribution. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. This section offers additional features that you can gain as a bard. These features can be selected separately from one another; you can use some, all, or none of them. Add the number rolled as a bonus to the hit points regained or the damage dealt.
The Bardic Inspiration die is then lost. Bard Colleges At 3rd level, a bard gains the Bard College feature, which offers you the choice of a subclass. The following options are available to you when making that choice. College of Creation and College of Eloquence.
That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. Its melodies so delighted the stones and trees that some of them gained a voice of their own.
And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance. Mote of Potential 3rd-level College of Creation feature Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature.
The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a lower, or another symbol of art or life that you choose. When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die bene its an ability check, an attack roll, or a saving throw, as detailed below: Ability Check.
W hen the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment. Attack Roll. I mmediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.
Saving Throw. I mmediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modi ier minimum of 1 temporary hit point. Performance of Creation 3rd-level College of Creation feature As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you.
The item must appear on a surface or in a liquid that can support it. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your pro iciency bonus. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the irst one immediately vanishes. The size of the item you can create with this feature increases by one size category when you reach 6th level Large and 14th level Huge.
T he item is immune to any spell or effect that would alter its form. Irrepressible Dance. M elee Weapon Attack: y our spell attack modi ier to hit, reach 5 ft. The animate item uses the Dancing Item stat block, which uses your pro iciency bonus PB. The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die. In combat, the item shares your initiative count, but it takes its turn immediately after yours.
It can move and use its reaction on its own, but the only action it takes on its turns is the Dodge action, unless you take a bonus action on your turn to command it to take another action. If you are incapacitated, the item can take any action of its choice, not just Dodge. When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.
You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the irst one immediately becomes inanimate. Creative Crescendo 14th-level College of Creation feature When you use your Performance of Creation feature, you can create more than one item at once.
The number of items equals your Charisma modi ier minimum of two items. If you create an item that would exceed that number, you choose which of the previously created items disappears.
Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny. You are no longer limited by gp value when creating items with Performance of Creation College of Eloquence Note to self: revisit work on a speech-negating spell. Necessity level: ear-bleeding. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
Silver Tongue 3rd-level College of Eloquence feature You are a master at saying the right thing at the right time. When you make a Charisma Persuasion or Charisma Deception check, you can treat a d20 roll of 9 or lower as a Unsettling Words 3rd-level College of Eloquence feature You can spin words laced with magic that unsettle a creature and cause it to doubt itself.
As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn. Unfailing Inspiration 6th-level College of Eloquence feature Your inspiring words are so persuasive that others feel driven to succeed.
When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die. Universal Speech 6th-level College of Eloquence feature You have gained the ability to make your speech intelligible to any creature.
As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modi ier minimum of one creature. The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. Infectious Inspiration 14th-level College of Eloquence feature When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature other than yourself that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.
You can use this reaction a number of times equal to your Charisma modi ier minimum of once , and you regain all expended uses when you inish a long rest. This section offers additional features that you can gain as a cleric. Additional Cleric Spells 1st-level cleric feature The spells in the following list expand the cleric spell list in the Player's Handbook.
T he list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. Each spell is in the Player's Handbook , unless it has an asterisk a spell in chapter 3.
Xanathar's Guide to Everything a lso offers more spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your pro iciency bonus rounded up. The number of times you can use this feature is based on your level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice.
Cantrip Versatility 4th-level cleric feature Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list. Blessed Strikes 8th-level cleric feature, which replaces the Divine Strike or Potent Spellcasting feature You are blessed with divine might in battle.
When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage you can't use this feature again until the start of your next turn.
Divine Domains At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. Order Domain Spells Finally, a whole faith about coloring inside the lines. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table. Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed.
Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse. You also gain pro iciency in the Intimidation or Persuasion skill your choice. Voice of Authority 1st-level Order Domain feature You can invoke the power of law to embolden an ally to attack.
If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn.
The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage.
You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw. Embodiment of the Law 6th-level Order Domain feature You have become remarkably adept at channeling magical energy to compel others. You can use this feature a number of times equal to your Wisdom modi ier minimum of once , and you regain all expended uses of it when you inish a long rest.
Divine Strike 8th-level Order Domain feature You gain the ability to infuse your weapon strikes with divine energy.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8. The gods of peace inspire people of all sorts to resolve con lict and to stand up against those forces that try to prevent peace from lourishing.
See the Peace Deities table for a list of some of the gods associated with this domain. Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. See the Divine Domain class feature for how domain spells work. As an action, you can choose a number of willing creatures within 30 feet of you this can include yourself equal to your pro iciency bonus. You create a magical bond among them for 10 minutes or until you use this feature again.
While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. Expansive Bond 17th-level Peace Domain feature The bene its of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other.
A creature can receive this healing only once whenever you take this action. Protective Bond 6th-level Peace Domain feature The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the irst can use its reaction to teleport to an unoccupied space within 5 feet of the irst creature.
The second creature then takes all the damage instead. Potent Spellcasting 8th-level Peace Domain feature You add your Wisdom modi ier to the damage you deal with any cleric cantrip. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night. Clerics who serve these deities—examples of which appear on the Twilight Deities table—bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.
Eyes of Night You can see through the deepest gloom. You have darkvision out to a range of feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modi ier minimum of one creature.
The shared darkvision lasts for 1 hour. Vigilant Blessing 1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch including possibly yourself advantage on the next initiative roll the creature makes.
This bene it ends immediately after the roll or if you use this feature again. Channel Divinity: Twilight Sanctuary 2nd-level Twilight Domain feature You can use your Channel Divinity to refresh your allies with soothing twilight. As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a foot radius, and is illed with dim light.
The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. You end one effect on it causing it to be charmed or frightened. Steps of Night 6th-level Twilight Domain feature You can draw on the mystical power of night to rise into the air.
As a bonus action when you are in dim light or darkness, you can magically give yourself a lying speed equal to your walking speed for 1 minute. Divine Strike 8th-level Twilight Domain feature You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage.
Twilight Shroud 17th-level Twilight Domain feature The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary. This section offers additional features that you can gain as a druid.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. Druid Circles At 2nd level, a druid gains the Druid Circle feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Circle of Spores, Circle of Stars, and Circle of Wild ire.
They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again.
At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death.
But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a inal rest, violate the cycle and must be thwarted. Circle Spells 2nd-level Circle of Spores feature Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby.
When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. Symbiotic Entity 2nd-level Circle of Spores feature You gain the ability to channel magic into your spores.
As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class.
Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These bene its last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
Fungal Infestation 6th-level Circle of Spores feature Your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. Spreading Spores 10th-level Circle of Spores feature You gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a foot cube for 1 minute.
The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn. Circle of Stars What about the dark places between the stars? These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations.
By revealing and understanding these secrets, the Circle of Stars seeks to harness the powers of the cosmos.
Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. It is a Tiny object and can serve as a spellcasting focus for your druid spells.
You determine its form by rolling on the Star Map table or by choosing one. You can cast guiding bolt w ithout expending a spell slot. You can do so a number of times equal to your pro iciency bonus, and you regain all expended uses when you inish 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. Map Form Starry Form 2nd-level Circle of Stars feature As a bonus action, 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, 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 foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes.
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Check also : Strixhaven: A Curriculum of Chaos. Check Prices on Amazon. PDF Free Download. There are three unique classes of companions included, in addition to rules for an evening out that up something missing from the Essentials Kit. Tossed in just in case is the artificer class, an expert in supernatural innovation. Ans : There are plenty of options to add in the book to both the players and the masters of Dungeons which includes the marginalia from the Archmage Tasha.
The campaign sourcebook could bring the subclass that appeared in the new 26 subclasses and 2 or 3 for each of the 12 previously existing character classes.
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Each subclass explains strength, charisma, dexterity, constitution, and many more.
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